[b]MYCELIUM HEAVEN DEVLOG #2 - PROGRAMMING[/b]
Hey there, Indie Game lovers, strategy game fans, and mushroom enthusiasts! 🌱
Today, I’m here to talk a bit about the programming in Mycelium Heaven.
Just a disclaimer: programming isn’t exactly my passion. I code because the game needs to do stuff. Maybe that's why I ended up making the game in:
[img]{STEAM_CLAN_IMAGE}/44709654/192f8c5ff0897e265987c53b9bba8f36a1fa6174.png[/img]
[img]{STEAM_CLAN_IMAGE}/44709654/4a4c5e647ee76704453f59e21d122808cd587beb.png[/img]
In general, there isn’t much to comment on; most of the logic load is on the main character and the tiles, which have functions the character can call.
I should mention I didn’t put much thought into class structure or anything because the game started from a jam. I had more coffee in my veins than hours of sleep. Thankfully, I had a lightbulb moment and decided to use inheritance for the tiles, because systems ended up in the final game that, honestly, I wouldn’t implement the same way now. But I think that’s part of the beauty of watching projects evolve—you learn what’s scalable and what’s not.
[img]{STEAM_CLAN_IMAGE}/44709654/233aca98d2569c332dfcf062c260d56563c61cb5.png[/img]
I’ll end with this special shout-out to a comment I left during a desperate moment trying to fix a bug:
[img]{STEAM_CLAN_IMAGE}/44709654/c426559d08172bd70fb35f7a5add42745e55dcc9.png[/img]
I think I mentioned it was a bad move to do a get all of class and then cast, but hey, the bug got fixed.
[img]{STEAM_CLAN_IMAGE}/44709654/810dca68dffcbb37f1250d19a83a0fa2dd430ce0.png[/img]
See you in the next one! 👋