
Within the past month or so, we have made a little progress. Once again, there is nothing that we did that we can really show because most of it is behind the scenes and we have no new art. However, as you can see to the left, a little bit of progress on the GUI. Let it be known that the ninja profiles are purely temporary. We are using them simply because they match the temporary ninja character we are using.
Right now the library that we are using to create the GUI is starting to upset me, so the next update, which will hopefully be at regular intervals throughout break, don't be surprised if I mention that we are using a new library, probably CEGUI.
It should also be noted that we have the scene transitioning completed. Not only does it work, but it works quickly. It jumps directly to the next scene, and although you can see a jump from one scene to the other, there is basically no load time on the all but the biggest maps.
The collision detection is still giving us some trouble and as for now we have decided to let it go. We have a theory on what the error is, and even know how to correct this error but since we are so incredibly sick of this error, we have decided to give it up for now and come back to it later.
One last major update that we have made is that we have started on the battle system. We have the random battles completely working so as you walk throughout the map you have a chance of an enemy popping up. This enemy doesn't do anything for now, he simply stands there and allows you to walk around. When an enemy pops up on the screen, you have entered a battle scene, and that means that the controls change to make battle possible. Right now a sphere surrounds your character that shows the distance that he can walk in any direction, and you have the ability to move around in the sphere. Your character is stopped when he comes to the end of the sphere, so battle movement is completely done.
Until Next time
-Andy

0 comments:
Post a Comment