Tuesday, June 30, 2015

Filler Post

I literally only made this post so that I could say I have not yet missed a day. Okay, see ya!

Just kidding. Let's see... there was a little bit of heartache today, mainly involving rewriting code to allow arbitrary players to be controlled. I can say that we are ready to start implementing the logic behind all of the Cephalinian interactions. For instance, we need to begin working on ways to dynamically change dialogue based on the selected character as well as a more robust framework for denying entry to areas/interactions while controlling certain characters.

For instance, the first real playable part of the game will not be controlling Bodom at all, but instead Moroch. Spoiler alert: Moroch has a bit of a reputation around Cephaline already. But his main objective is to make it to Apolith's house (a failed venture anyhow). Clearly we don't want to give him access to all of Cephaline right off the bat, nor would certain NPC's be present while controlling Moroch.

Currently we are controlling this via a... uh... a plot state variable that we are changing at different times. This is basically a counter that increments upwards whenever key plot points/events occur. We have level loading/unloading callbacks implemented already, so really, it just boils down to writing a LOT of custom code to handle what objects should be present/what dialogue should be loaded/which scene transitions should be active/etc.

Anyhow, on the GUI front, we have reached a decent stopping point. Of course, there is more work to be done, but being able to see stats/use items is sufficient for now. Weapons, armor and skills are all hard-coded at the moment, but expect to read a lot of bitching about that later.

Since that's out of the way, this has freed Andy up to work on the world map, or at least... the early part of it. (About 1/5th or 1/6th of the total map). We have some ideas on how we'll create different enemy zones (probably use trigger colliders, easiest, most obvious solution). What I mean by enemy zones is basically assigning a probability to different groups of enemy encounters based on the area of the world map you are in. (Wow, that was a terrible sentence) This can be broken down further into certain regions (forested areas, roads, et cetera). It's also likely that certain enemies will only spawn in certain locations or zones. Keep in mind also, this is only talking about random enemy encounters on the world map as enemy encounters in actual dungeons will not be random. It's a lot to think about.

Until next time!

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