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Melons?! and map integration!

Got the monastery dropped into the main map file! Now I need to update the lighting and do the surrounding environment work.

Jammed out some growable melons so the novices have something else to do with their time.

I was also working through dialogue trees and bugs. One major bug was related to the day time stamp checks. NPCs can have dialogue that can progress over multiple days. Like the first day in the monastery they'll welcome the player, the second day they'll ask them how they're getting settled in, and so on. They'll also keep track of if they've had that conversation for the day. If they've had it then they'll have sort of a generic "I'm busy, come back tomorrow if you want to talk" sort of dialogue. The bug I was running into was only firing on the second day. First day was totally fine, saved the timestamp and triggered the generic dialogue. All good. Second day... not so much. It would save or it would only trigger the generic dialogue. The third day? Totally fine though. It took me forever to find where the flag was getting added to the previous flag instead of being set directly. So the first day when the flag is added to zero of course was working. But the next day it would be added to whatever the previous flag was. But it's all working now. I think.

Right. So. Now I'm going to go through and update the loot tables for the monastery containers. They'll have basic crafting components, seeds, tools, and other general stuff you'd find stashed away in monastery storage. Once that's done I'll hook up the basic crafting recipes.

Then more dialogue and scene scripting work.

Melons?! and map integration! Melons?! and map integration! Melons?! and map integration!

Comments

YAY love me a nice sized Mellon.

Alkaid


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