Spending more time changing the state machines in Rex's Ranch for fun and profit. Well... just fun I guess, there's no profit here and there won't be if I keep refactoring my state machines instead of implementing the game.
So I've been working at my actual job that actually brings in money, and we've been looking at using finite state machines for some of the things we're building right now.
Debris now comes back overnight, which will be a good thing once you can get materials from it, but for now is just a minor annoyance.
Early on in development I swapped out my finite state machine implementation with a Behaviour Tree for the farmer, but I think there's room for both.
Not all crops are unlocked at the start of Rex's Ranch, and now there's a system that will let you unlock them.
Rex's Ranch is a dinosaur-themed farming simulator, but up until now there weren't really any... well... dinosaurs. That has been remediated. Meet Rex!
The farming system for Rex's Ranch is finally complete! Well... it's "complete". It'll probably never be *finished* finished, but the core gameplay loop around farming is now complete.
The Rex Remix Games website has launched! You know it's getting serious now because websites cost money, so I've got a vested interest in completing things now.
New year, new game! Rex's Ranch is my latest brainchild that this time will hopefully be both fun, and easier to finish than my other games from the past several years. Time will tell - my money is on "yes", and "no", in that order.
Tweening labels is a fantastic way to add flair to your game’s UI, and adopting a component-based architecture makes it a breeze to reuse these effects across multiple areas of your project without duplicating code.