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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