DoujinStars
slaen
slaen

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Spawning logic...

Mostly worked on the spawning system this week. It keeps tracks of NPC schedules, where and when they will spawn and despawn. It always respects when the player advances time by waiting or resting and will update NPCs accordingly. It also works with the updated save system so the player won't need to leave and return to the area for things to update. Oh, and it should respect quest status and flags (I haven't tested this yet!) It's also cheaper as far as memory footprint because most everything is handled in the parent actor for the area instead of running on each individual spawn location. Now I need to fully script all the NPCs and their schedules in the monastery and test things out.

Also I worked on scene and NPC spawning when interacting with an environment actor. So this is what I was trying to show with the screenshot of the bed and the inquisitor. In this example the player rests using the bed, the camera fades and time advances, then the camera fades back in and the player is in a dialogue which then can do any number of scripted things, in this case spawn an inquisitor. This is also the same system that's used for random encounters when the player rests in an unsecured location. But this is a major update and I added the ability to choose an arbitrary location to spawn any NPCs in relation to the player and then decide how they are handled at the end of the dialogue if they remain or if they despawn. The next step here is to hook in animations that fire off when using furniture so the player would be lying in bed and the inquisitor would spawn at the foot of the bed.

I'm also chipping away at the environment work surrounding the monastery and adding foliage to the path leading up to the front gate.

And I've got the crop growing system in pieces in front of me right now and I'm trying to polish things up so it isn't quite so janky.

I'm hoping to get back to the imp animation work this week. This last week was just a bit too stressful to stay focused enough to animate anything.

Spawning logic... Spawning logic...

Comments

1.15.11 I think. From back in April so there will be a big jump when I finally get this next build out. Here's the link to the build notes for that version and it has a link to the download in there too https://www.patreon.com/posts/125867941?collection=251610

slaen

what is the latest version available for download?

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