I'm an indie game developer and gaming enthusiast blogging about game development, coding, creative tools, 3d modelling, texturing, and more.
Saturday, March 14, 2015
Rise of Dagon adding in logic for doors
This week I focused on tying in the logic of doors and gates like the porticullis I implemented last week in to the logic for the game.
So this required some code changes in several areas:
- player movement
- monster movement
- level logic code
- additional scripts on game objects in the scene
While this isn't a lot to show off visually in a screenshot I did try to record a video but my software kept crashing when I tried to record audio! Unfortunately that took too long and I'm just going with a screenshot today.
Hopefully I'll figure out what's going on with the video cap software soon and I'll try to get a video update soon as I haven't done one in a while and many things have changed.
The other thing I took on this week is a second iteration of the inventory and character inspection sheets.
This screenshot shows off the new inventory - which if you compare to older screenshots this now hugs the left and right rather than obscuring the whole screen.
This looks nicer - as obviously you can still see what is going on in the game as you tinker with your inventory - and avoid getting clobbered if a monster is coming!
There is further work to do in the inventory iteration, I would like to polish the graphics up a bit and I have a mouse-over inspector but for some reason its really jittery so I need to solve that problem so the UI feels smooth rather than touchy.
That's it for this week, thanks for reading!
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