Well finally got some time to work on this project…
Wrote a teleport code that is extremely flexible and works on collisions not actions and of course is OO so very versatile. Been tested extensively by my kids who think its great fun.
Being used for a subway system to transport from the city to the town. Though it may not be in the final game in its current format.
Started work on a vastly improved Quest System. It will enable me to have many quests active at a time and support branching. Current one is limited to say the least.
Fixed some bugs with rendering and shadows, well not a bug but a setting.
Added more to the play area, 3 times it size now and have started designing the layout of the town.
Hopefully adding for the next update too:
A farm yard area and office complex (assets are ready for this).
Map or pointer to quest items/area.
Animated sun for day and night cycles.
Fixes and Updates:
Updated the PDA to be dynamic and will now only show the current mission you are on and if no mission will tell you who to go and collect a mission if you do not have one.
Fixed a bug with the PDA popping up randomly and not appearing when required.
Fixed gravity on NPC’s.
Fixed idle animation’s.
Reorganise and optimised the code for the mission handler (still needs more work but works better now). It will now support missions from any NPC if you are free to take a mission.
Added more props to the map and expanded the game area.
Work in progress:
Two part mission to test the new mission handler. Lost dog 😉
This will also include an incremental mission text upgrade and a speech bubble from the NPC needing help.
Item spawner while working has a weird bug on the ray cast not pointing in the correct direction. Have tried local v wold cords but still get the same bug. Sure it is simple but can’t understand it for the moment. Bug is shown here if you have any ideas let me know 😉