You are browsing as a guest. Sign up (or log in) to start making projects!

zarthy1155

@zarthy1155

Joined June 1st, 2026

  • 16Devlogs
  • 4Projects
  • 1Ships
  • 0Votes
Open comments for this post

4h 33m 47s logged

Dev Log what ever (i should start numbering these + locking in on them)

The dialogue system works in isolation. It has no triggers right now (and probably not until I can get the overworld scene management working), but it can start itself up and shut itself down. It reads off of a json file in order to do… stuff! Like get default sprites, future nodes/choice nodes, and the raw text used for commands. The command system works wonderfully. Also choices are implemented. If a node has choices, it will load them on premade UIs and you can pick them! I would post a screenshot but I decided that I wanted to rewrite things.

The entire combat event system. This is what happens to me for wanting to make a game while learning Unity. I learned of Event Buses and I realized that it would be pretty useful if I wanted to add future features. It would also be good practice for the raw implementation of Event Buses in the overworld system (which will be my next daunting task). So I’ve currently started the process of destroying all my events and replacing them with structs for the event bus to handle. Which is what you can see in the image below.

0
0
2
Open comments for this post

2h 20m 16s logged

I finished the. “Jam” thing. But i took like an extra hour than what was recommended. (which i feel quite foolish about).

But my website is done!
There are some movable windows and movable Chosen Cheese, which you can move if you please. You can close them too! Also there is a little image you can tap on which opens a “Relic Rater” window. It just gives some silly opinions on random Relics.

TODO:
add something that wasn’t on the Jam !!!!

2
0
4
Open comments for this post

1h 6m 41s logged

My Very Own WebOS 1 following the tutorial!!
html 😨

i did the first two “jams” ?

i created some window boxes with cool words and images inside of them! Also a top bar and a display of the time.
It is cool! My Web OS will be about The Chosen Cheese.

2
0
13
Open comments for this post

9h 21m 1s logged

Commenting + renaming + a lil optimization n clean up + started working on a dialogue system similair to undertale 👼 (with the taking commands from raw txts to make things look pretty)

so far for the dialogue system i have a dialogue parser (to extract commands), a dialogue runner (to run dialogue and execute commands in runtime) and a bunch of other little classes to manage dialogue (nodes , graph, sprite lib.). Also that combat dialogue thingy i did in the very beginning is getting an overhaul to adapt to this system, but I haven’t really touched that yet. TODO: something to handle choices.

2
0
12
Open comments for this post

3h 10m 57s logged

Combat Stuff%11%5!5%!!!

Did some good progress on player side of combat. Putting the pieces together. Combat works very roughly, but there are still things to work on! Like polish–everything is very barebones. Its just ui buttons and implementation of the attacks and making the inventory work. Also enemy targetting!! For your attacks. Barely bare bones. And ALOT of features are hardcoded for easier testing. Need to sort that out. But the combat loop works, for the most part. Almost.

Also there are some bugs with turn turning. Like player turns running as enemy turns some times. But that is an issue for later.

3
0
8
Open comments for this post

3h 3m 44s logged

Player UI + inventory stuff

Started working on the player UI for player turns.
EVERYTHING is placeholder sprites by the way–I hope the UI doesn’t actually look like that. Right now I’m just trying to get functionality. The little cats are item icons and status icons.

More over I started working on the inventory system! It is implemented some bit into the UI. I need to allow for item functionality. Right now all the items do is just exist and look pretty in the red box.

0
0
2
Open comments for this post

6h 23m 25s logged

Did some stuff.
First– finished status implementation/stacks/stuff + fixing issues with HP (yay). I’ve also started on the player side of things… I started working on the first two attacks that the player will do that WILL run on a quick-time system similar to combat (Mario?). This honestly took way too long in my opinion with all the math and stuff. But it works! Also all player-side combat is currently in the same file, so I will probably change that later.

0
0
1
Open comments for this post

3h 8m 35s logged

To distract myself from the inevitable task of creating the player side and combat UI, I made a barely functioning main menu and started working on a status system. I got the basic statuses down and their ticking/functionality. I need to implement them into combat now and fix some small bugs. And then I’ll have nothing to do But player side combat and the combat UI.

0
0
3
Open comments for this post

3h 20m logged

Working more on the combat system. Got the base instance of dudes in combat and their variables/methods and stuff. Probably need to clean everything up and then mesh it together to be turn based?

0
0
2

Followers

Loading…