Week 4 Dev Log
- timothytippett
- Jan 28, 2024
- 2 min read
Week 4 for me personally was a big downer. Between myself coming down with something and it spreading hard through the house, I wasn't able to get much done early in the week. However that's not to say some big mountains didn't get moved. A few weeks back we pulled out a freely available plugin system for inventory and decided to go it on our own. The ground work for an this has been laid and we are now able to slot items in and out of a players container.
Inventory and Items The base setup of items and equipment has been laid out with a small variety "base" items ready to be procedurally generated on drop. How items will currently work is that when a creature is spawned in the it will contain a bucket of item types within a specified teir that is avaialble to it. Upon death, the NPC will roll for what items to drop and in the event of a consumable type item the quantity as well. The seleceted equipment items will on generation roll for its containing modifiers that will be attached to the weapon. These modifiers can affect any attribute of the player character whether it be, and not limited to, armor, health, mana, weapon damage, or spell cast speed. once all the modifiers are crafted onto the item it will become an object within the world that the player can now utilize if they choose. Items within the inventory screen and character screen will have their stats listed within a tooltip, currently implemented. Continued to add attributes into the base attribute class.
Shards now have the temporary "pouch" impleneted onto the HUD so players can actively see how many Anomolous Shards and Material Shards they have. Anomolous Shards now transitition into Material Shards upon returning to the designated zone. Ol' Son received his attack animations back as well as a new Casting animation. Bones' sprite was fixed with a proper outline, he is no longer camoflaged against the ground. a new tilemap was brought in to help speed up the process as well as move away from the typical debug textures of green and orange tiles. A new NPC for the Abyss was added with animations and is fully implemented. The Hellhound is real and it will hurt you. Enemies can now apply grueling amounts of damage to the player, its a nightmare but so much fun. Resorted the folder structure to better organize the project and images as well.. sorry Aoeel it had to be done.. Yes I broke everything... but also fixed it. New death animations applied to all characters with special effects being done per each faction. Lighting system is starting to get worked heavily, Normal maps created for all characters as well as new light masks.
Comments