Bit of a gap before an update – Apologies.

Anyway I’ve been really building a lot of world now. So the North-East-ish of Tarin, down a worn path with jagged rocks around is the ruins of an old temple with some mysterious stairs leading down into… what..

The entrance uses my new “zoneline data” so it knows you’ve entered an area where the player can change to a new environment (in this case switch to interior mode for lighting and terrain and also extra information like where to get the relevant models from and also small things like where exactly the player should be standing and what way they are facing when they enter). This will need some more information at some point, like how the ambient light should be (if any).

So enough waffle.. the entrance looks like:


Shrouded in mist and mystery..

And after a brief pause for the game to load what it needs (since we can’t realistically hold the entirely dungeon and world in memory at the same time). Which strangely reminds my of the old RPG’s on the Commodore 64 that came on 2-4 double sided disks. You can to change disk to enter a town or dungeon. Things haven’t changed THAT much really. So the dungeon is starting to take shape, so here’s a little taster of how it’s looking.

I’ll be making it a kind of “starter” dungeon so it will just introduce a few game concepts, such as secret doors and and dangerous boss monsters at the end. It’s taking far too long to place each individual piece of wall and floor so i’ll make some combined sections of tunnel, floor ceiling so I can put it together more like Lego.

I’ll have some undead ready to roam the dungeon when it’s finished. I’ve not decided what the boss will be or the relevance of this dungeon to the story. Perhaps I’ll keep it as a side mission and completely optional.

2 challenges remain in the dungeon/interior which are related really. I need to enable collision detection with the walls (and other objects). Every object already has that ability built in but i haven’t actually set up the colliders on any of them (an invisible hidden basic shape which respesent the object, pure used to determine if the player is about to bump into it). Which leads me to the second challenge.. The camera should not be allowed to go through a wall.

Did I mention in my last post that my camera movement is the same style is WoW/FF14/EQ2 (holding right click dollys the camera around the player). So the second challenge is to treat the camera like an object and if the player tries to dolly it into a wall then the camera will zoom in on the player until it no longer is in the wall (since the player can’t be a wall).

Ok well hopefully there will be a nice/evil dungeon to walk around next time.

I’d like to add crafting and gathering at some point and spells.. but I can’t do everything simultaneously unfortunately.

Until next time..

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