Week 2: Development


This week was spent getting the rest of the ingredients working and getting the order slip to read correctly!

It's a LOT to get into so I'll keep it brief and easy to understand!

We broke the script down into seven sections:

1) Check if there is an order in progress

     If the game says there is, then nothing happens; however, if there isn't an order, it runs once to generate an order and then returns to doing nothing

2) Reset all order variables

     This one is pretty self explanatory. We just have the variables associated with the order reset to default state, this ensures that there is no carryover from the previous order and helps clear some bugs!

3) Pick Dry Ingredients

     To pick dry ingredients we had to dive into Super Units, which allow us to compress code into custom blocks to be reused and keep order. Since we were going to have to grab another set of ingredients when it comes to liquid, we decided the best option would to be to create an option generator, and then have it create the order based off of which number was chosen.

     After it picks from the 6 options, it puts all the text together in the same sort of fashion last time. Creating both a separate string in English for reading and a computer version of it for the actual use behind the scenes


4) Pick Crank Turns

     I already went into this last devlog, so I won't cover it again, but it is basically the exact same as it was before.

5) Pick Wet Ingredients

     In an identical fashion to the dry ingredients, the wet ingredients reuse both super units with a slight modification to the second one, changing names and characters for the computer's string


6) Pick Heat Level

     While it wasn't finished by the time this week was, I'll go into it later, but the main part of this branch just picks a number 1-3 and then assigning it to the "heat value" for later use and adding it to the English order list.


7) Write it all out and start the order

     Also pretty self explanatory. It writes the English order to the text asset and then plays the animation that sends it into the game window



Okay thats all! Whew!

If you want to see the huge tornado of nodes, here it is. It makes sense when broken down, but from afar it still scares me :,)


-Carri

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