Auto Food Fight Devlog #2 - Picking Priorities


Website: https://autofoodfight.com/ 

Patreon: https://www.patreon.com/autofoodfight

From 05-01-2022

 So there were technically a few routes to go initially for which main feature to work on. I figured the store would be the most logical starting point. Its such an integral part of the game. Its where all of the strategy and theory crafting comes from. When I played Super Auto Pets or Storybook Brawl, I spent most of my game time in the store. In others, I wish I had more time.

I spent some time rearranging my folder structure now that I was getting into the meat of the game. It can of course still change in the future, but it felt more natural to me now. What helped me do the restructuring was creating skeletons of the different classes and what methods I thought they would need without getting too lost in it yet. I've found it very helpful making skeletons in the past and I can add another notch to that. 

The image above is a silly bug I had at one point in the next devlog, but thought it would be fun to share here. I'd be glad to explain it a little in that devlog.

The Trello card for the store started as a handful of items in the checklist, but slowly expanded out as I realized features/functionality I missed on initial thought. It ended up being a whopping 17 different things needed to recreate the store close enough to Super Auto Pets', at least for current needs. My first pick to work on was the simpler things like the money display, health display, and slots for each food/condiment.

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