I’m sorry for the lack of progress and apologize to everyone that is eagerly looking forward to playing the game. Fortunately, after a short stay at the hospital I’m feeling better now and can resume work on the project.
Monday, July 30, 2018
Monday, July 23, 2018
Week 9 -- Give me some of that water..
No real progress as I have been feeling really sick the last couple of days. A sip from that fountain water would be really nice right now…
The camera tracking of the player is still a bit wonky but once that is ironed out, object iteraction and triggers are next as was planned in last week’s post.
Wednesday, July 18, 2018
Week 8 -- Animation and Controls
- Rewriting animation handling
- Avatar (controls and animations)
- Inventory
Even the simplest thing can turn out to be a big time drain.
I encountered mismatches in the mapping for sprites and their actual position in the files before and assumed that some change from version to version. Apparently, they changed the file layout and compression mid-development and added a lookup table to remap sprite packs and files to how they (presumably) were originally. I’m glad it cost me only a day of manually jumping around in tables and I didn’t end up with more work than necessary.
Seeing the wizard casually paddle out of bounds on his barrel is more than worth it though.
The inventory is almost done (except for using items of course). Either text rendering needs to be refactored so it can be used outside of dialogs or rewrite the inventory so it fits the structure of a dialog.
Next
- Update viewport camera to follow wizard
- Render static objects (chests, torches, …)
- Collision detection
- Interaction with objects (pick up items from bodies, chests, …)