November RPG Day 20: Input, Input, Input!


Up until this point I had just been using the standard Input.GetKeyDown()` in Unity to check for controls, but I know that can get messy in the future, so I finally made a class that handles all the potential keys, so I can do stuff like `CustomInput.IsDown(MenuButton) in the game and then can add all sorts of options in the unique class so I don’t have to check for three different types of input every time I want to actually see if one "type" of button is pressed. You know, good coding stuff.
That said, when the fuck did it become November 20th? That is two-thirds of the month gone and while I could be sad that I am not two-thirds completed with an RPG, I am very much further along than I was on October 31st. And I am picking up better habits about doing things instead of not doing things. So, I (reluctantly, because my default state is to want to look at the bad) will probably be able to chalk this up as a success at the end of the month. Becasue the thing is that I am not going to delete this. I am going to get it to a point where I can send it to some select people to try out, get feedback, keep working and then success in terms of releasing a game. If this game comes out completed by November 1st, 2023 that will be a game I have made.
So.
Back to coding.