Thursday, June 25, 2015

Menu Progress

Not much to report today as I spent most of it setting up cutscenes within Moroch's basement. I can say, however, that they be loooookin goooood. (Being humble is for sissies!) I did, however, add a few little tweaks, such as being able to transition to other transition nodes within the same scene itself. This essentially displays the fading/transitioning behavior as if you had actually loaded a new level, but doesn't actually do any of the heavy lifting. This is useful for a number of reasons, especially since we have not really nailed down level loading.

For example, we are currently treating interior scenes as wholly separate and loading them upon entrance. This part is fine. However, when you leave the building, it needs to completely reload the previous scene. For a scene like Cephaline, this is a pretty massive penalty to be incurred each time. Unity, fortunately, does provide several convenience functions that allow you to load in certain 'chunks' at a time, which will probably solve this issue entirely. However, it would require a rewrite and... you know, who wants to do that?

Da real MVP of the day though is Andy, who managed to slay Unity once and for all. No, seriously, try to search for Unity on google. It's gone. Entirely. We now have scrollbar functionality within the inventory menu, which, from what I understand, was quite the bitch to set up. With a few more tweaks, we should be able to show this thing off... at which point, we will decide that it looks like utter garbage and completely redo it all. Ok, that's all. Until next time...