Devlog - 22 June 2025 to 04 July 2025


After a very optimistic June, my progress over the last few weeks hasn't been as good as planned. Despite this I want to keep up to date.

 

PROGRESS SINCE LAST DEVLOG (21 JUN - 4 JUL)

The goals set from my last update were as below:

1) Setting up Campaign/Node Saver

2) Get Battle Scene to load via Async rather than loading scene

3) Transition from Campaign to Battle seamlessly

4) Code up Items

From this, I can successfully say that I have been able to get the Campaign information stored.  Along with this it logs to the player successfully, enabling me to create a campaign history which I can utilise more later.

One thing which has taken time and hadn't accounted for previously was that none of my scenes were set up to work with scene transitions in mind but rather made so I could test core functionality quickly. As a result, it has required script refactoring and adjustments to control how objects load into the scene when transitioning from one to the other.

The campaign is fully working is this regard - I can start a Campaign, leave and re-enter the campaign with the Nodes in the exact same position and with the same settings. I can also mark a run as "Abandoned" which ends the run successfully and a new run will start from scratch with new Nodes and rewards. All being said, the rogue-like consistency settings are working.

I've also started work on getting the Battle scene to work with the refactoring in mind. It works on its own but is acting odd when loading via async from the campaign. It does load but there are names and other settings which just don't seem to be loading (despite trying to tell them to).

I'm sure I'm missing something obvious but just cannot see it at present.

With the above being said, I feel comfortable saying point 1 has been done. Point 2 is also done, although Points 2 and 3 are closely linked and I wouldn't say I've been able to achieve a seamless transition.

So, overall, I've failed to meet my hopeful targets from the last devlog.

 

NEXT STEPS

Over the next 2 weeks, my main focuses are going to be:

1) Transition from Campaign to Battle seamlessly (carried forward)

2) Code up Items (carried forward)

3) Boss Battle enablement

With my goals from the last devlog not met, I will have to carry forward some objectives. I am worried how long it will take me to resolve the transition issue, but it needs to be done before I can proceed with anything else. Once I have this, I'm not particularly concerned about the other scripts to get this done - so I am REALLY hoping something clicks when I next look at the scripts and I can see what I'm missing.

Regardless on the last two weeks, I still feel bold and confident enough to announce I am aiming to update my game end of July 2025.

An update will be done on the 19th July, at which point I will have a much better idea on the likelihood to achieve this goal. If so, this will have the following:

- Basic Character Creator

- One small Campaign map

- 3 Possible Events

- 3 Upgrades

- 6 Consumable Items

- 1 Standard Opponent

- Baldermort as boss

It will be very small scale but will give a feeling for what is there before I continue building from it and enable feedback to be provided.

 

RETROSPECTIVE - What went well / Could have gone better?

There were two major issues I feel have hindered my progress over the last two weeks - though I acknowledge these are self-inflicted.

One is effectively procrastination; when thinking about Campaign saving and loading, I spent a substantial time (particularly last Saturday) avoiding it. I suspect this could be linked to ADHD-like symptoms (hopefully will get contacted about an assessment in next 4 weeks) but I'm not trying to make excuses; I knowingly was avoiding work on it which ultimately delayed completing this goal.

The other main reason is my focus shifting to Stop Killing Games initiative. I ended up creating and editing a video about this which, like the above, took time away from this project. Though, once I had done the video, it made it easier to re-focus back to this project.

The stress of hitting this target, whilst important to keep me working on it (as per the idea), I feel hasn't helped with the async work. I've been able to implement some of it, but it is harder to focus on the set task when I'm also worried about not meeting it for the targets - which I inevitably haven't anyway.

I'm keeping the two-week rule and going to try not beat myself up too much for the last two weeks. Outside of this, I just need to be stricter with myself to work on the game and take this as a lesson on why it is important to utilise the time I do have.

I understand that realistically there will be ups and downs – I just need to keep going.

Take care,

PatBard07 

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(1 edit)

As expected - had a break yesterday and looking at it today, I think I've sorted the Async issue...

Had even partly typed the line of code that was to resolve it (as had to open in "Safe Mode") so clearly got distracted in between.

Tested the element and all working!

Both happy and annoyed now - especially as it was partly typed so i actually spotted the solution XD