Devlog 2026-10-27

We’re armed with more knowledge, so let’s finally finish this stage of development.

For starters we make a non-meme name object. Since it’s probably gonna be referenced a lot, it’s important that it has a short and sweet name.

Then we add it to the autoload globals.

Now we have the script where all of the global variables and other assorted matters will be stored in. IN THEORY we will initialize a list of some sort here that will load and then store all the Look scenes on a per-chapter basis.

Actually, I wanna try something out, while we’re at it.

The ideal means to do this would be a Dictionary. For those that don’t know, a Dictionary is a data structure like a List, but the key thing about Dictionaries is that you access the Value (the information you stored) via Keys.

Basically if you have a dictionary that’s like {“One”: 1, “Two”: 2}, then instead of needing to loop through a list for specific values, you can indicate “One” and it will bring back 1.

So in theory, if I load the scenes as, for example {“Cafe”: stored_cafe.tscn} that would give me the flexibility to both load the scenes I need per chapter and also call it forth in a clean way.

As such, let’s go ahead with this in mind.

In Global we initialize the dictionary.

Then we store the scene inside the dictionary.

I have a minor concern that storing a local variable like this will give me shit about access this and access that, but let’s take it one step at a time.

By the way, the name is stored by default with the first letter capitalized, it threw an error because I didn’t notice that earlier.

Then on the Look menu’s script we add this.

Things I’m slightly wary of: using the “self” indicator (might be redundant) and adding child instead of instantiating. Also it being on Ready means that it will only happen once, it should be on entering tree, but again, one step at a time.

We start aaaaaaaaaand some leftover errors from last time, don’t mind me, let’s erase a couple of lines here and there.

Again, we start, aaaaaaaaaaand….

I needed to instantiate it, I was right on that one.

We add one extra step. It’ll be handy down the line anyways.

We test again, aaaaaaand…

Syntax error, give me a second while I refresh how the whole instancing bit works.

…

Okay. From the top.

We start with this. It preloads in testlook and then instantiates in lookload which is what the Dictionary saves.

Then we call the dictionary forth like this AND THEN add child.

And so. Once again. We test

I’ve been so focused on solving this that I forgot to show you all the new Yuri-themed buttons. But IT WORKS!!!

Also, the console can’t be seen, but it ALSO fixes the error from before where it didn’t register the click on buttons inside the look scene.

Now this itself is worth celebrating, but before we go too far, let me test something…

Okay if we move it to enter tree it still works. It’s a small thing, but it’s important because the Look scene will change.

With this we can actually set up a bit of extra context for the ongoing program flow.

Blue is the prep and loading stages, yellow are the actual on-game things, and red are meant for chapter end. They’re mostly reminders to myself on what to do.

But with this we’re not only done, but we can finally add the first update to the Progress page on the official website!

Next will be the Move menu, so let’s make the To-Do list for that.

  • Iterate buttons and their function based on a list.
    • The goal is to have a base that can be modified to have a different sprite and such through a simple for loop.
    • At this stage I’ll also do the bit where I determine where in the code and how they show up.
    • Optionally look up how to add a viewport that allows scrolling. It’s not the most important but good knowledge to have.
  • Modify the current scene state when you press a button.
    • In terms of code the “Scene” doesn’t change, but for the sake of what the player sees it does.
    • It should include some minor placeholder transition.
    • The flow of entering a scene should also be considered (eg: if a cutscene takes place the first time you enter and such).
  • Change what Look Scene is shown based on the current location.
    • Optionally: Test how flags change the Look Scene too.

Despite how long it took me to do this, I’m optimistic on things moving forwards because not only was Look an exception, but it led me to learning a lot more about how code works in Godot.

In fact, let’s celebrate with a new character teaser!

Fae

An idiosyncratic multi-disciplinary artist, Yuri’s best friend and “muse”. The adventure starts when The Detective shows up to her as she claims an idea of hers was stolen.

Nashira’s comment:

“Fae is a design I went back and forth on several times. I wanted her to feel like an ethereal beauty, with eyes that outwardly look very kind, but if you take a close enough look at them you have no idea what she’s thinking. I always wanted part of her outfit to be airy and sort of see-through, so even though I went through a few iterations of her outfit, there was always a variation of the pink outerwear she has on. Her blue dress is actually something I had in my closet when I was younger. The cutouts that run up the sides are really cute!! Each of her middle fingers have a 3D bow detailing.

She’s really cute and I like her design a lot, so my hope is that if anyone decides to draw her that they’ll show me right away 🙇“

Fer’s addendum:

It was also pointed out to me elsewhere that she opens soda cans with the help of a spoon and I just want that to also be left on record. Thank you.



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