Showing posts with label items. Show all posts
Showing posts with label items. Show all posts

Sunday, July 29, 2018

Things can be crafted!

Wow. Check it out! I seem to have gotten a rudimentary crafting system working.


"Stella's Cauldron" is a cheat station that lets me "craft" basic items muahahaha.

Haven't gotten the list on the left to actually be scroll-able yet. That would be a thing to work on. Also maybe some sparkly particle effects when you craft something?

Then there's also designing the... UX of it? The plan for the future of crafting is that initially, recipes will only show up when you collect enough items for them to show up. Then, when you craft something once, you "learn" the recipe for it and it'll be saved in that station even if you don't have all the ingredients (it'll be a lower opacity option if you don't have enough to craft an item.) I'll add a "hide unavailable items" checkbox or something as well.

By the way, I don't think I've ever shown Stella Portabella, here is some art of her:


"hey that mushroom on her head isn't a Portabella!" yeah well whatever.

Wednesday, May 9, 2018

Minor tweaks for various things

I did a bunch of fairly uneventful things. They're actually pretty cool... to me. But nothing worth a screenshot.

I fixed the movement target reticle so that if you drag your mouse it'll drag with it. And it used to pop up an additional time after you'd already have reached your desired location. It doesn't do that anymore.

The I had a bit of script in the player movement that determined if your player was stuck behind something and so you can't get to your desired location and it would stop moving. But it worked off of how long it had taken you to get to a place. So you could be walking for a very far distance and it would consider you stuck because you hadn't reached your destination yet. It was a fairly easy fix, I just added a velocity check. Now it works well regardless of how far you're walking.

Last but not least, I did get the items XML in the game! This is very exciting. It was weird, since you have to work with the Item Editor and some .dll file in conjunction with Unity. But I got it in, and then changed all the items in Unity to reference the item XML item ID and it's working well! I also harnessed the power of enums for the wearable items slots, which makes it so much better than using an array of booleans for each wearable item slot, when I get to wearable items eventually.

Thursday, August 10, 2017

Item Editor

Haven't been working on any fun art or visual stuff lately. But I am learning how to use WPF to create an item editor.


It was pretty interesting setting this up. It doesn't look super great, but it gets the job done.

The next hard part for me will be to actually sync up the XML file generated by my item editor into Unity. Fingers crossed that it isn't too difficult.

What I want to accomplish:
  • Get my items.xml working in Unity
  • Get a working scene/game manager
  • Create Stella Portabella's cottage interior
  • Create one simple mini-game
  • And lastly, once I complete all those tasks, maybe work on some networking. Dun dun dun