...I should really revisit that sometime, but, hmm, that goes a little beyond eveningtinkering so...
Posts by naam
..I handle storytracking in the most convoluted way possible btw ^^ the first not-yet-active gameobject in a prefab is the currently 'active' marker, but that became too stringbasedy, so I reference an SO per gameobject, _and_ extra keyEvent type SO's for the nonlinear events ^^
...oh joy now that I added 'story should be finished up to here' markers to my room defs, the story markers sometimes _roll back_ when entering an old room ^^ I'll enforce future-me from always picking between 'exact' adn 'this point forwards' mode...
...next up, not making following partymember cancel their player-triggered inspections when the leader was moving away! Think it was the `yield return null` that was the actual clincher...
...fixing up these already-fizzing out enemies still getting hit with Dunk's AoE attack and showing damage popups during their death rattle...
...the tinkermuze been with me well these past few weeks! Just late-evening cozily sitting down with this moloch of a project and tweezing at its logic innards, checking up the tiniest of steps every time, such fun!
That is one persistent spiddy!
#indiedev #vr #diorama #rpg #madewithblocks
...which took a good day to get juuuust right ^^ it now consistently knows where to find you, picks a random inventory spot, makes sure to sneak in just before save, rotates wildly when thrown, can be thrown anywhere, even in battle, and is utterly utterly useless. Which is important.
That is one persistent spiddy!
#indiedev #vr #diorama #rpg #madewithblocks
UNDERGROWTH - Sanjuro tries to bargain with The Twins
needed a quick cute baby spider, so made a quick cute baby spider...
#indiedev #vr #madewithblocks
needed a quick cute baby spider, so made a quick cute baby spider...
#indiedev #vr #madewithblocks
...well THAT was fun to put together!
#indiedev #vr #diorama #rpg #madewithblocks
...well THAT was fun to put together!
#indiedev #vr #diorama #rpg #madewithblocks
wdym this room is not confusing to model at all!
#indiedev #vr #diorama #rpg #madewithblocks
Haha yeh you may be right, it's quite messy in VR but way easier to spot the structure ^^ still mid-modelling though, hopefully it turns out interesting instead of confusing!
wdym this room is not confusing to model at all!
#indiedev #vr #diorama #rpg #madewithblocks
....more overworld shading experiments! I like the suggestion of scale, even tho it's all smoke and mirrors. And the clouds feel like they hammer down the exaggerated scales of map-world here. Maybe we're getting somewhere? What do you folks make of it?
#indiedev #vr #diorama #rpg #madewithblocks
...ah yes that would be cool but kinda hard : ) I'm limiting how far away from the hero you can look now when you move away, hoping to encourage the player not to stray away too far. Maybe I can show the suggestions of other visible areas, hmmmm ๐ค might kinda break that approach tho
....more overworld shading experiments! I like the suggestion of scale, even tho it's all smoke and mirrors. And the clouds feel like they hammer down the exaggerated scales of map-world here. Maybe we're getting somewhere? What do you folks make of it?
#indiedev #vr #diorama #rpg #madewithblocks
Hmmm can't really disable player loco, feels too frustrating, but I _might_ be able to adjust some breadcrumb code I have laying around, where the character now and then drops a "focus" and the world warps to adjust. Should feel more like the world moving instead of the player moving...
Yeah I love that kind of animation but it doesn't really fit the feel I wanna go for here : ) I want the characters to and player to "stay in the world", even if that is a world filled with lowpoly gestural modelling, not abstract even that away. Hoping to find a nice middle ground for the overworld
...started experimenting with how to do the overworld map. This is going to be tricky! Travelling the camera with Dunk _does_ make it feel like we're in an endless open world, but it's also slightly nauseating ^^ and getting the scale to read like "this is a map" is... odd! Suggestions?
...I am so hoping not having to do that ^^ hoping to keep them as versatile in this map as in diorama scenes, able to talk, gesture, interact, etc. That would mean quite an amount of rewriting... keeping it on the back burner : )
...with the smaller dioramas, it's not much of a problem to automatically move and turn the world. But in the overworld, I'm hoping to be able to do vistas. And then any involuntary motion quickly turns awry in VR
Blinking could work, but I found that that also feels awkward combined with player motion: players can move the world around, so if they correct for dunk travelling themselves, and them get blinked as well, it feels frustrating. I've tried to combine the two, but it's a struggle.
...he's already much smaller than in normal scenes here, hard to judge in the screen grab, but he's like only 3cm or so. That and the slow pace an animation already works quite well, smaller, I could try!
Haha I was actually considering turning him into a pawn, to make clear he's 'just an icon' here really. But still, I also want to keep the being-there feel of VR alive somewhat, I feel like a pawn would be too abstract...
...started experimenting with how to do the overworld map. This is going to be tricky! Travelling the camera with Dunk _does_ make it feel like we're in an endless open world, but it's also slightly nauseating ^^ and getting the scale to read like "this is a map" is... odd! Suggestions?
...then you can very well open it again accidentally tyvm! ^^ honestly though it's mostly for the already pretty discoverable actions, should be good!