When you're doing quests and one of them is located at your enemy location
I personally love all these colorful lights! but I also love playing as florans and I don't think they would like anything hylotl related
(Starbound)
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Project Special K, my "maybe this will be an Animal Crossing some day" thing that I mainly use to learn C++ has a Starbound-inspired asset system, much like many other things I made. As such, it works in much the same way:
On startup it takes a list of asset sources, sorts them by priority (I haven't added dependency graphs yet) and enumerates all the files in these assets. It then spends more time populating various databases from these files, like which items, species, and villagers there are.
That's it lol it's single-player only for now.
Even though I've written a function to forget certain files' existence in the asset system, there's a catch. Imagine two asset sources contain a file with the same relative path, let's say "foo.json", and they're different in content. During enumeration, the first file is put on the list, marked as coming from the first asset source. Some entries later, the second file is found and takes the first one's spot in the list, marking it as coming from the later source.
If I were to call ForgetVFS("foo.json"), I would not magically get the first version back. It was replaced, after all. That entry in the file list is removed, but it's the only entry listing "foo.json".
And that brings me back to the first PSK mockup screenshot that I made, the Content Filter screen.
Since PSK is beholden to the same limitations as SB that I literally just rambled about, clearly the content filter can't disable specific asset sources. It's all already loaded and processed after all.
But as the text in the mockup notes: "Unchecked species will never appear in your town as villagers. Any villager already there will remain." So if you uncheck the cranky personality and the hippopotamus species before first starting a game, no villagers of that personality and/or species will try to move in. But any cranky hippos already there will remain there until they're put in boxes.
This can be dynamic, in the middle of a running game. You could have a single cranky villager, disable that personality in the content filter, and no other cranky villagers will appear.
Or you could disable sea bass. Any bass already caught, stored in your inventory, in an aquarium on display in your house or the museum, or in storage, will still be there, but no more sea bass will spawn in the waters until you re-enable them.
That of course raises the question...
What happens when you remove an asset source whose contents are already used in your saved game?
My take? Since the saved game would refer to all of this by ID names that have to resolve to the actual things, it could fail gently. Items turn into fallback stuff (perfectly generic items as it were), and villagers whose IDs don't appear in the database, or whose species don't exist anymore, spontaneously move out, their houses replaced by cordoned-off "this space for sale" placeholders.
That was my take. But what's yours?
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some speedpainting exercises that turned out well. Pretty bird lady is @deadhornedgod's Starbound OC Ritska <3
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