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Finally trying something that had been on the back burner for the node engine. Instead of relying on slot “objects” for positioning units/telegraphing node capacity, I switched to shape-based nodes (circle represents 2, the rest of the nodes, # of sides = capacity). In addition, the units are now tracked via list instead of being in an array, which opens some opportunities for easier node management. I’d love to ultimately make the unit positions more flexible within each node to account for other units, connections, etc.
Starting to work on a level editor for the node engine. Made better progress than expected today, but starting to get into the weeds, as well.
oh man I totally forgot to post this little behind-the-scenes thing here: This is the node map for the campfire scene in Birdland. It was the first scene I started and the last scene I finished, and it was very very complicated to write.
it’s looking like the next game is going to have a bunch of scenes that are this big, I guess because I’m a masochist.