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Concerning Week 11 of development.

Development

Week 11 has been about the development of the vendor system as well as about the start of the combat implementation.

In a sense, it has been a difficult week. The implementation of the vendors and trade system has revealed a significant flaw in the execution of the UI code. This flaw doesn't affect performance or user experience, but does affect coding performance (in the sense that it is written in a way that would take very long to debug/adapt to new systems).

this flaw has also been detected in other UI systems implemented so far and will be fixed for all of said systems during the first big refactoring window, which is to come at the end of the development of the main, "over-arching" systems of King For A Week.

In another sense, it has also been a good week. Despite the detection of the aforementioned flaw, the trade system is currently working. The backend code is running without a hitch and the full Item system is also adapted to the game's requirements. Moreover, the combat philosophy of the game has also been defined. Fast-paced, 1-st person melee and ranged combat, heavily ethos-defined with room for personalization.

In the coming week the combat system will be refined, allowing for the equipping of weapons (going beyond the simple system already in place), the creation of combat configurations (using multiple weapons at the same time), skill trees and many more exciting features.

Milestones

Trade functionality is in place and working.
Combat has been defined and implementation has begun.

Concerns

UI refactoring will be a pain in the posterior, but a good one nonetheless. If you will excuse the somewhat...less than delicious analogy, the relief following the pain of the refactoring will be similar to the relief a horse feels after dealing with their bloating issues which can leave them in severe distress...

I am looking forward to said relief.

Media

No Media available at the moment.

DAC

Developer

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