Scroll bars have are 99% done(I say 99% done because A. Unfortunately I got a little tied up yesterday and couldn't work on anything, but I do have a some stuff to show! While programming is can be tedious, and somewhat stressful aspect of game making, it's also one of the most satisfying. So muffled, fuzzy, and degraded heheh! I'll have more visual content to show soon! In the game, the music will sound more era-appropriate. I wrote some music after all of that, here's a couple new songs: Old Structures Tunnels Btw, I'm posting the album versions here. Beside that, I lopped off some old code, simplified some things, some other behind-the-scenes kind of stuff. Then, the scrolling elements will move across it's boundaries based on the scroll bar handle's Y position(you know, like a real scroll bar!) So you interact with it exactly like you'd expect a scroll bar in your browser or OS of choice to work. I need to finish the code to get the scroll bar handle's Y position as a value, and then calculate a percentage based on that value. But, over the last couple of days, I've completed a working clock, dragging application menus, screen saver code, and I wrote code for custom scroll bars. Before, I only had dragging icons and right click menus done. Thankfully, not bad enough to start over. I'm not going to lie- what I wrote long ago is a bit messy. And my organizational skills have gotten much better. The one class at community college I enjoyed and learned A LOT from was Progamming Logic, and I still remember most of it. But have I forgotten how to program? Thankfully, not really. Within those 8 months, I've become a competent 3d modeler. Now, it's heavy duty crunching on completing the functionality of the game's operating system, FlamingOS! It's been about 8 months since I've touched the actual game. This was a weird time to start the devlog because I'm coming off of about a month of heavy duty crunching to get promotional material done. The first update! If nothing disastrous happens, I should be updating at least every 2 days. Without spoiling too much, I'll say I'm taking all the steps I can to prevent a boring exploring game because there's nothing worse in a game than having to backtrack without anything new happening because the developer expected to do a pixel hunt and pick up an item, or there's a machine missing a cog at the end of a long tunnel or something. Everywhere, except the end-game place, is available to explore technically, but it's more about how much you can explore. Some locations you have to solve a puzzle in another world to explore it fully. Some locations might only be accessible if you do something in the game's computer. However- there are other parts to this world you can only access by entering via a different file. You can enter the coral reef world by opening the picture and clicking on the picture once more, like all image-file worlds. And, at least for me, the feeling of discovering things in games is the best type of feeling! Some locations are literally connected- for example, let's say there is a picture of a coral reef on the desktop(there will be an oceanic world, but it's one of the few I haven't started production on yet). I feel like if the content is interesting enough, then players will want to explore all they can, or look hard for the secrets, you know? Then it's not really optional content. Thank you! There are entire secret worlds, yes.
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