Equipment Rework

I reworked equipment to now spawn when added to your quick items and also added new equipment for items like the gourd, lamp, and arrows. These items are visible on the player, enabling greater customization and allowing other players to see the quick items of their opponents (when multiplayer is added).

The rework came with the added benefit of lanterns being more useful, since the player can have light without having to hold the lantern.

The lantern is still equippable and will provide more light when equipped.

Map Rework

Changed how the in game map and point of interest (POI) system works, to allow the player to view multiple maps they’ve unlocked. Previously, POIs were generated during the current map loading which meant only the POIs for the active map were visible. I created a new save data structure to store map information and their unlocked POIs, then load them in when switching maps. I also altered map images themselves to be stored in a database, rather captured and saved to disk on map load. Lastly, I changed the fog of war masking effect, to read previously saved masks when switching to different maps.

Optimizations

Re-implemented enemy dormancy by having enemies stop both character and behavior tree from ticking when the player is more than 5000 units away. Each enemy possesses a dormancy sphere, which triggers when a player is within a certain radius.

Packaging & Playtesting

Did more playtesting to fix bugs with the new features and prepare an upcoming build. Bugs fixed this week include: spatial audio glitch for footsteps, swapping items leads to duplication, equipping wakizashi not working when katana is disarmed…etc

Next Time

More bug fixes and add more content to the map for the demo.

Time Allocation (16 hours)

  • General Programming (12 hours)
  • Map & UI (2 hours)
  • Playtesting (1 hour)
  • Packaging (1 hour)

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