Development Log

I hear people call them blogs nowadays.

decoupling and dependency reduction

spent this entire week reworking the overall layout of my UI. i am really not sure if this new approach is more performant, but after taking the holiday break and looking at the structure of my project with new eyes, it feels like a more organized way of doing things (see subject).

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stage complete screen progress

got the basic flow going afraid it is going to get complicated when i start to implement saving and level restart. its been kind of a simple solution thus far of reloading the scene file, but that may have to change soon.

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started level complete screen and more dialogue improvement

fixed the need for manual line returns by reworking the dialogue controller a bit based on a video made by textmeshpro. took a few hours to make it work and a lot of experimentation, but it works and the code doesn’t feel hacky.

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dialogue progress

got the back and forth working with the game and dialogue controllers. still needs a bit of refining. essentially i used a black pixel (for now) in the level spawn texture to trigger conversations from an array of scriptable objects.

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