Hello, dear Greenfeet friends! May the grass be soft beneath your feet!
Progress of the Week
It was a very technical week! I dived back into the AI of the greenfeet to add new behaviors that will make their actions feel more natural. Not touching this part for several weeks gave me some perspective and allowed to solve a lot of design issues that were hurting performance or causing bugs. Now, the greenfeets will seek shelter inside buildings if their need for shelter gets too low. They'll also tend to sleep at night as much as possible and take short naps during the day if they're tired.
I was supposed to revisit exploration next week, but I plan to use the Christmas holidays to learn about a generation algorithm called "wave function collapse." As a result, I'm pushing this topic to early January. So, next week's focus is: "more content"!
Version 0.1.30cc321a
Additions
- Added: Idling greenfeet will go inside (preferably home) to fullfil their needs for shelter.
- Added: Shelter is now taken into account when looking up for a bed.
- Added: Tutorial skip is now memorized between games.
- Added: Enclosed areas with a roof are now considered as indoor.
Changes
- Changed: Balanced needs and their impact on morale.
- Changed: Upgraded the region system to produce regions that share the same zone(s).
- Changed: Long sleeps are more likely to occur at night or else during long free times.
Fixes
- Fixed: Bad housing + bed detection leading to greenfeet collapsing instead of voluntarily sleeping on the ground.
- Fixed: Actively used furnitures still listed as available activities for others.
- Fixed: Zone inhabitants list broken after loading a save.
- Fixed: Notifications not showing anymore after loading a save.
- Fixed: Incompleted cleanup of entities upon loading a save, leading to huge lag and visual glitches.
- Fixed: Cloudy weather not expanding to the whole map.
- Fixed: Game visuals incompletely loaded on the first 2 frames.
- Fixed: Wrong remaining time displayed in exploration progress bar.