P0-B1: Part 1047: Dynamic Enemies
The next goal is to create simple random enemies to populate the worlds of the project. I am using the now-obsolete Morph3D character system, and using this I should be able to create a randomised group of enemies with different clothing and costume types.There should be support for different “factions” or groups of enemies, and […]
P0-B1: Part 1046: Guis, Skills
The skills menu is also basically done. I have not added the actual effects yet, this will come later. However, most of the gui work is done and works well. I will need to spend quite a bit of time testing this later though.
P0-B1: Part 1045: Guis, Skills
The next gui improvement that I am adding is a skills menu. Currently, the player is awarded skills or traits as they play the game, by accomplishing certain tasks (crafting a certain number of items, etc). However, I also want the player to be able to choose some skills manually from various skill trees. This […]
P0-B1: Part 1044: Guis, Inventory
I can assume that the inventory is now done, apart from from extensive testing. It is possible to store certain items in the inventory and transfer them to the equipped item slots. It is also possible to drop items from the inventory. Some large items (like weapons, etc) cannot be stored in the inventory. The […]
P0-B1: Part 1043: Guis, Inventory
I am still working on the inventory system. It is going extremely well, and most of the features are now done. I will need to spend quite a lot of time on testing this in the future, but I want to finish the gui improvements first before conducting detailed field testing.
P0-B1: Part 1042: Improvements, Debugging
The inventory menu is going very well. The basic gui functionality is done, and I can pickup items and swap them between the inventory and the equipped item slots. This is all quite preliminary for now though. The next goal is to integrate this system into the project itself. I may have some items that […]
P0-B1: Part 1041: Improvements, Debugging
The next step is to work on the inventory improvements. This will be difficult. The objective is to create a “bulk inventory” similar to what would be in most games, where items are stored without being displayed. I wanted to avoid this, so that all items the player is carrying would be visible on their […]
P0-B1: Part 1040: Improvements, Debugging
I have modified the spawn scripts to add the new items to the world. They will now spawn in random locations as the player explores. I have also added support for spawning items of varying sizes, and adding new items that the player has not previously found. Finding an item for the first time will […]
