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Video

Day 76: 2025/11/13 - 6.5h

CW: Repetitive SFX

Implemented Journal section navigation for all control schemes, added some quick SFX (not done yet), & improved data structures for menus & pop-ups - including the new one for unlocked Achievements!

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Video

Day 75: 2025/11/12 - 5.5h

Polished the Achievements section with "NEW" stars, a darker selected sticker outline, sticker collection scrolling and mouse navigation.

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Video

Day 74: 2025/11/11 - 7.5h

Started on the Achievements section, which has key/gamepad navigation & displays details of each achievement based on whether it's selected & unlocked. Unlocking achievements works too, but still needs a pop-up.

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Video

Day 73: 2025/11/07 - 6h

Finished up the Quest section with list scrolling for each control scheme, including wrap-around for keyboard/gamepad and mouse wheel scrolling. Onto the Achievements section next!

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Video

Day 72: 2025/11/06 - 2.5h

Added objective & reward checkboxes to quest details & a basic quest unlock/update event you can see me test when the menu opens a 2nd time. Note the checked boxes & new Side Quest added!

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Video

Day 71: 2025/11/05 - 6.5h

Got a good start on the Quest section, which includes cross-device navigation & shows the title & description of the selected quest under its respective subsection. More details to add next time!

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Video

Day 70: 2025/11/04 - 6h

After struggling 4 days to build my Journal menu with the AutoUi plugin, I'm starting over to build it from scratch with my own logic. It's going much smoother, and I've already built a navigable Diary section!

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Day 65: 2025/10/27 - 7h

Now begins Sprint 4: Journal System!

Future Sam: The AutoUi plugin tested in this video is cool, but I decided not to use it after 4 days of struggling to build my Journal with it. Next post will skip to when I start over!

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We've reached the end of Sprint 3 of the #Moonshell_Island Reboot: Inventory System! Here is the showcase and devlog I made to celebrate!

bsky.app/profile/goaw...

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Video

Day 64: 2025/10/09 - 7.5h

Finally wrapping up this sprint with one final touch - visual/audio cues for status effects! Now you can tell what effect is applied & how soon it will wear off. Much caffeine was consumed in the making of this feature!

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Video

Day 63: 2025/10/08 - 13.5h

Fixed an object/scene item add error where the store-able quantity is only added to 1 stack (exceeding stack limit) instead of spreading out across multiple stacks with room. Also fixed partial pickups/leftovers I broke.

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Video

Day 62: 2025/10/07 - 11h

Polished/added SFX, fixed bugs, & now receiving items from objects doesn't show additional dialogue if the full quantity can be stored. Items are now added to any stored stacks with space before leftovers are calculated.

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Day 61: 2025/10/06 - 9.5h

Interactive objects/scenes now account for storage availability including optional partial pickups. Numbers are dynamically calculated & conveyed in text. Inventory math isn't mathing in all cases, so more math to do... ๐Ÿ˜ตโ€๐Ÿ’ซ

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Video

Day 60: 2025/10/05 - 5h

Interactive objects/scenes can now add items to the inventory, but don't yet account for storage availability. I also adjusted popup readability & enabled quantity stacks of pickups, which reduce by how much can be stored.

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Day 59: 2025/10/03 - 8h

Polished some minor details and added pop-ups for when special (tool/quest) or 1st time common items are added to the inventory. Will tweak the colours for readability next time.

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Day 58: 2025/10/02 - 6h

Started implementing item pickups, stack quantity limits, & logic for whether an item can be stored & where. If it can't be stored, it won't gravitate to the player or be picked up & will trigger an error notification.

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Day 57: 2025/10/01 - 6.5h

Removed whisk combo for now and added player HP to the HUD. HP restoring items apply in or outside the menu, and speed boost is applied when moving is possible. To prevent waste, items can only be consumed when needed.

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Day 56: 2025/09/30 - 7.5h

Started implementing equipped item use:

Using consumables works but doesn't affect anything yet.

Using the whisk triggers melee attacks, but I'll remove the attempted combo sequence for now as it's tricky to get right.

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Video

Day 55: 2025/09/26 - 7h

All inventory features now respond to the currently active control device, including the new un-equip feature. Keeping it simple for sanity. The menu side of this system is mostly done now, but the battle ain't over yet!

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Video

Day 54: 2025/09/25 - 5h

Fixed some small bugs and started implementing a way to un-equip items without replacing them with another item. This works with mouse right-click, and I'm pondering how to make it intuitive across all control devices.

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Day 53: 2025/09/24 - 9h

Got the Equip feature working with all control schemes & set the inventory up for saving & updating from in-game events I'll showcase later. Context menu position while closing broke & locks to 1st slot for some reason...

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Day 52: 2025/09/22 - 10.5h

Polished up the move selectors, context menu navigating, & scroll features. Most notably, I've finally got mouse wheel scrolling & zipper dragging to work! It's all still a bit buggy, but a breakthrough all the same.

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Day 51: 2025/09/21 - 7.5h

Some fine-tuning in the works:
- Holding direction keys gradually moves through the grid & context menu
- Moved item name to second line in Move instructions
- Started implementing mouse wheel scrolling, but it's buggy

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Day 50: 2025/09/19 - 7.5h

- Restructured the inventory for custom organization including empty slots
- Added Move commit & cancel
- Current features work more intuitively, with scroll & with mouse
- Info panel shows instructions while moving items

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Day 49: 2025/09/18 - 7h

Got temporary item swapping to work for the Move feature, but I'll need to fix some visual glitches & restructure the inventory to swap with empty slots properly. Committing the move also needs to be implemented.

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Day 48: 2025/09/15 - 7h

Started on the Move feature, which should temporarily swap items in the origin & target slots before committing. Instead, the target item replaces the origin item, even if the origin slot is reselected. Menu Hell is real!

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Day 47: 2025/09/12 - 8h

My notification system can now display multiple notifications at a time for both using and dropping items. I plan to improve this eventually, but it'll do for now.

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Day 46: 2025/09/11 - 7.5h

Added mouse control of the context menu & a custom cursor. Made control device switching in real time more intuitive. Items can be used & dropped. Beginnings of a notification system in the works!

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Day 45: 2025/09/10 - 5h

The inventory grid now wraps around and the context menu includes item-specific options that can be selected by keyboard/gamepad. Mouse control still to come.

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Day 44: 2025/09/09 - 8h

Made my item data structure more streamlined, added Type & Effect details, and acorn Value only displays if the item has a defined value (can be sold). Beginnings of a context menu in place, but can only 'Use' for now.

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