Implemented Status bar (after frustrating detour)
So... in true development hell fashion, this latest feature took a weird turn.
Basically, I set out to implement the Status area of my design, where it would show the player's current action along with a little countdown timer.
As I started implementing that, I came to realize that the way I was handling Redis for these actions might not be the best. So... the only sensible path was to go down a never-ending rabbit hole to switch the Redis ZSET system I was using for my actions manager with a fancy new Key Expiry system (backed by a scheduled polling fallback).
Was this the best move right now, for a game in early dev stages? Absolutely not! Was this a good usage of several hours of my spare time over the course of two or three weeks? Probably not, especially considering I will most likely never actually finish this game. BUT, if I ever get further into the development of this game, this approach might (potentially) save me a lot of headaches (because by then the codebase would be even bigger and more confusing). Unless, of course, this was still NOT the right approach for this (which is what is most likely to happen).
But whatever. Eventually, I got that done, so I returned to my starting point: to implement that Status area. That one was, without a doubt, a much easier project.
Basically, by default, the new Status bar displays 'Idle', but it is updated with the current action and a nice countdown timer to show progress and duration. This is fully implemented and working for both Gathering and Moving actions (the only actions currently in my... "game"). As I implement the remaining actions, I just need to make sure they work with this system.
Oh, I also found (and fixed) a Movement/Gathering issue (caused by repeatedly spamming actions).
Guess progress is progress. And considering I haven't given up on this project yet, I'm pretty proud of myself!
















