Ok sorry for the lack of updates, I’ve been on holiday/vacation. Didn’t stop me reading about shadows though. It’s such an annoyingly massive topic and although my shadows are just about acceptable there’s still an annoying amount of jiggle.

Alex who wrote Cascaded Shadow Maps With Soft Shadows has been helping me with this a quite a bit and has kindly donated some of his time to help me solve the jiggle. Unfortunately it’s not entirely gone but it’s much improved and I’ve learned a lot anyway so that’s always useful. I will have to come back to it or else I’ll end up with beautiful shadows in a few weeks/months/years and no game.

Anyway, enough about shadows! What have I been working on? Well… quite a bit. I have come to the point where I had to decide what I was doing about the stats of the players and enemies. What determines how hard they hit, how much they can avoid, how much power they have etc. Well for now I’ve gone with the classic D&D style stats of:

  • Strength: How hard you hit and how much you can carry
  • Dexterity: How hard ranged attacks hit and how far they can travel.
  • Intelligence: How hard your spells hit.
  • Wisdom: How much power you have and how much health you can heal.
  • Stamina: How much health you have.
  • Charisma: Affects prices from merchants and how much you can resist certain enemy spells(?).

Along with that I set some other basic stats like maximum health, current health, power and gold.

Both the player and all NPCs have these along with some other minor details like if they’re dead or not.

But that’s not all! (overly dramatic) NPC’s now roam around over the hills. I had to do some rather annoying math to get them to nicely follow the terrain. I don’t just mean their position above the terrain the have to tilt and roll to the angle of the terrain or they look ridiculous. That wasn’t THAT bad though and the effect is great. Very useful too. I need to add a button to my editor to make an object (a rock or a building etc) snap to rotate to the orientation of the terrain. I do that manually now so that would be great.

Also the hotbar how lots of shiny new icons (not made by me but bought and tweaked by mean). Nice aren’t they? Anyway not only can you now hit a targeted rat, it will turn to face you (rather abruptly for now) and it’s health will go down. And there’s even more! (Ok this is getting a little silly sounding now but I really have added a lot). The game now calculated the range from the player to the targeted enemy to make sure you’re close enough for the selected attack.

I’m aiming to have the whole combat cycle. Kill or be killed by next time so.. until then.

 

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