Ok where to start?

Right so last entry was me starting to create a large interior for the first time which was a “starter dungeon”.

So for that I needed to make larger wall sections I could slot together (rather than placing each small segment of wall which would have taken forever. I made L shapes and various lengths of straight wall for this purpose. Also needed was floor tiles, rubble, cobwebs, a tweak to the particle system to make the ground fog use the light color it was near.

catacombs3.png

catacombsmap.png

I then had to finish off the basic collision detection so you couldn’t just walk through alls and objects. This was obviously a fairly huge undertaking but at least it’s now done at works across the whole game for any object.

I made a basic collider object which I could then use place invisible barriers around things I didn’t want you to be able to walk through. So I don’t waffle on about this too much you can just watch these little clips which show you how works. I had to make the camera also an object so you can’t spin it around and see through walls. It simply zooms in to the player until it’s no longer behind the wall anymore. It slowly checks to see if it can zoom back out to the default zoom now and again.

 

Next up I needed monsters for the dungeons. Now these were a little different from the rats, goblins and wolves outside since they couldn’t really use bounding boxes and had to be able to walk around objects to chase you and also give up if they were too far away.

The AI for this was fairly complex but fun to code and again will be really useful in later parts of the game where I can make monsters even more clever.

Below if the dungeon boss room which contains a particularly intelligent zombie (intelligence is relative).

dungeonboss

Obviously these monster and the dungeon itself had to have treasure in it or whats the point in risking it?

So now I needed a treasure chest editor…

treasureeditor

(Also added a particle effect for the bigger chests to sparkle but let’s not go too deeply into everything I added).

Oh and one final thing I completely forgot about initially was the map. The map was for outside. So i took an aerial view of the dungeon and then ran it through various filters to make it look like old parchment. It’s not bad and will do for now.

s I_Ancient_Ruins_mini.png

Ok so that’s the dungeon finally finished. In theory the next one can be bigger and better and won’t take me 2 months to do – especially since I won’t have to make a treasure editors and do the collision detection.

Right so finally back outside we have gathering. This needed a new editor and particle effect.

Here’s a short video of this. You can’t actually gather yet but I can attached a gathering node (mining, gathering and woodcutting – for now) but the nodes exist and can have items added to them with a range of how many items you can get, their types and rarity.

So I’ll leave you with a final video of the beginnings of that…

So next up.. finish gathering so you can actually.. err.. gather and think about crafting a little?

Also I really need to fix transitional animation soon since it’s really bugging me.

Until next time…

 

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