Today's Progress: Fixed the thing that was wrong with consumables!
...Not sure, like, HOW I fixed it. I just kept messing with the code that adds and removes things from the list of taken abilities, and eventually I had it so screwed up that I just started deleting changes I'd made so I could start over, and in the process noticed that the problem seemed to be gone, even though I thought I'd undone most of my edits and none of them had seemed to work. I guess I missed one or two, and that by itself fixed it???
Whatever, it works again. Yay!
Today's Dev Music: Perfect Kill - But Sachi and Fuka sings it [ Rhythmic Revolution ]
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Well, I have a new favorite chapter. Chapter five was... incredible.
Gameplay? Amazing. New characters? I can't believe how hard I came around on them. Weird route? Fucked. Music? Maybe the best so far- I can't stop listening to this cover of Flower Man.
I'm also impressed at how they aren't holding back on the difficulty! A lot of the fights are really tough- though that does lead me to my one point of criticism, which is that some of them aren't exactly... fun. Does anyone actually like Pink's bomb attacks?
On the same note, I'm a little conflicted on the pink coins. Those took me FOREVER to track down. Though I do appreciate that looking for them got me to really take the world in, learn the map decently well, find a few secrets... not all of them- I missed at least the treecake and egg. But I did find the dog dollar! I'm a little proud, that was pretty hard. I like to imagine that most people missed it, and I am the amazing BEST GAMER for not.
Just a fire version of the ability from yesterday. Can't think well enough to do anything more, head full of Deltarune, been playing it since I woke up. I just beat chapter five.
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That feels too low, but it's hard to justify anything higher. This is the Rimworld nutrient paste of Bond movies. It's a movie. The scenes are all... watchable. I just watched it, and was not particularly bored, but also already feel the events of the film fading from memory.
Some of the fights are too poorly-lit to tell who's who. But it also has one of the best fight scenes in any of the Bond films I've seen so far- the one at the end, where Bond and crew booby-trap a house. It's clever and cool! So that kinda balances out.
A bigger problem is the theme.
It's been long enough since I've done one of these posts that I forgot why I liked M, so her death didn't hit very hard. This movie alone didn't do enough to endear her to me, that's for sure.
Which isn't good, because this movie seems like it was trying REALLY hard to convey a theme though her.
To break it down- the three main characters of this movie, Bond, M, and the villain, Raoul Silva, all kind of have slightly different takes on the same idea of being "stuck in the past".
Bond is growing old, injured, infirm. He almost falls to his death when his grip slips. His hand shakes when he tries to shoot. Despite this, he can't keep away from this line of work.
M is old-fashioned. Her mode of leadership is one that, to quote another character in the movie, overly prioritizes "human intel", not having adapted to how modern technology has changed spywork.
Raoul is traumatized. He can't get over the things that happened in the past, and seeks vengeance as a result. TV Tropes pointed out to me another facet as well, that Raoul is "over-reliant on technology" and contrasting that, "Bond uses old-fashioned and Boring, but Practical weapons to take Silva down."
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My problem with all this is that it throws all these ideas in the pot, and never really comes to a conclusion. Bond still uses gadgets; The car with turrets. The radio distress beacon. M still uses tech! Not her directly per-say, but she seems to have no issue working with/through the more technologically inclined around her. I'm left feeling like we were told more than shown, that this was a problem of hers.
Hell, the villain WINS in the end! He doesn't know it, but M dies right after he does- which is what he wanted! Just the scene before, he was trying to get her to kill them both! Meanwhile, Bond is just fine, and does indeed continue his work! So what was the point??? What kind of message is it trying to send??? I don't get it and am maybe stupid, sorry.
They're functionally identical (for now) just making you drunk for different durations.
Also discovered that there IS something wrong with consumables, and it's this function:
This function is called every time you use a consumable, with the ID of 0. 0 is the ID of the "blank" ability- this is how I get rid of a consumable and replace it with a blank slot.
But, for some reason, this specific line:
causes problems.
Comment it out? Everything works fine. Leave it in? Well, every time you use a consumable it'll add another copy of blank to the list of taken abilities. Which should be okay- blank is in the list by default, I don't want blank being offered to the player, and having it in there multiple times shouldn't cause any issues as far as I know.
But for some reason, it ALSO seems to remove other, untaken things from the list of available abilities. It DOESN'T, but it sure SEEMS to, since the game won't offer them to you anymore. I don't have any idea why.
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