Dev Blog- Colonial Sea Trader- Partial Mission Integration!

I’ve been able to put a fair bit of effort in to Colonial Sea Trader this week, and I’m making some really good progress on getting the missions integrated. It doesn’t show as much in terms of visuals, but I am definitely making progress!

The main thing that I’m starting to work on is actual integration of the new mission system. I haven’t removed the old one yet, but I am slowly demonstrating the shadow functionality of the new mission functions. So far I am able to create a mission, and have started the code to destroy a mission when it expires. So far most of that is working, except for a bit of code that I can’t really add in to place until I completely remove the old mission style, which I’m not ready to do yet. Still, I’m content for now!

One of the things that I have done is to organize the localization code a bit better so the lua code can use the localization text. It is working, as is evident by the test mission code I’ve executed thus far!

I’m hoping to continue to get the missions working. As things are definitely loading from the mission definition file, I’m hoping I can finish the first mission code, and start getting the rest of the code integrated. I’m hoping by the end of the year I’ll have all of the missions fully integrated!

If you haven’t yet, feel free to like me on Facebook, join my Google Group, subscribe to my Sub Reddit, or follow me on Twitter, where you are likely to get frequent updates! You can also subscribe to the Old Ham Media YouTube Channel, where I post frequent videos showing the progress of gameplay and more! Finally, follow me on Twitch, and help me develop games!

Dev Blog- Colonial Sea Trader- Mission Prototypes!

The more I look at extending missions, the more I am coming to realize that there’s a lot of key features that I’ve been missing from missions all along. It’s long been on my todo list to do an overhaul of the missions system completely, and I’m now going to take that on completely, as it was becoming increasingly apparent that I needed to do so before I could properly show the list of missions, among other things.

One of the things that I noticed in particular that I need is the ability to execute functions when I arrive at a particular city, and on a particular day. By so doing, for instance, I can have missions expire, which never was something that I have done before, and other such things. I can also have multiple deliveries required for a mission, should I choose to do so.

What I’ve done this week in particular is to start getting the pattern figured out what kind of data needs to be stored, how to store it, and what kinds of functions I’m going to need. It’s all very much down in the details grunt work, but it’s coming together slowly.

No pictures for the week, again, it’s pretty much heavy in the code. Will see if I can get something for next week.

If you haven’t yet, feel free to like me on Facebook, join my Google Group, subscribe to my Sub Reddit, or follow me on Twitter, where you are likely to get frequent updates! You can also subscribe to the Old Ham Media YouTube Channel, where I post frequent videos showing the progress of gameplay and more! Finally, follow me on Twitch, and help me develop games!