Respawning Resources Done! Up-Next: New Maps and Cutscene System

Respawning Resources Done
MVP for re-spawning resources are complete!

Now, I have a framework for creating items in the game that regenerate after collection after a specified period of time.

Currently the time is based on 20 seconds in Game Time, meaning the number of seconds that the game has been running (which is all the time for now)

Eventually, I’ll base the item re spawns either on In-Game Day/Time or another metric. But the switch is easy to make.

Currently, I have two items, Sunflowers and Lunar buds. Each spawn only during Day and Night times respectively.

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I have also included metal mining. Eventually I will require the player to hold some pickaxe item, but that is also super easy to do

Next Steps for Game World
GIL has already kicked off his work on the final portion of the Battle A.I. system. He projects that it should be complete in a week’s time.

So in the meantime, I will:

  1. Add a couple of new map areas (the Secrets)
    • Shrine
    • Cave
    • Fire Dungeon
  2. Spread some of the resources throughout the maps
CutScene System
I think at this point. The only major thing left for me to complete other than the Battle System is the Cutscene system.

I have some good ideas about how I want to go about handling dialogues in the Game.

Traditional in-Game Sprite Based Cutscenes

Given some technical constraints, I may face quite a bit of difficulty if I try to handle Cutscenes using more traditional JRPG methods. Meaning Cutscenes taking place in the same top down fashion while switching between sprite animations to convey moods.

My concern towards this approach is that If I plan to have many different events take place in the game, it will be very difficult to predict all of the sprite animations and frames I would need to simulate every possible conversation topic and even that could take place.

Not to mention the potential drop in quality, cost and difficulty to code in general.

This gave me the idea of abandoning such an approach and utilizing a Portrait Based system.

Portrait Based Cutscenes

Those of you familiar with games like Disgea and Fire Emblem, you’ll know what I’m talking about.

Essentially we’ll be using a portrait based system to handle major dialogues.

The portraits will be about waist level and up and every single player character will be given multiple portraits in order to convey a wide range of emotions (specific to that character)

Emotes will also be used to describe emotions.

So this is like a Visual Novel approach (though this game will not be a visual novel)

MVP Requirements

Basic requirements for this system will be:

  • Dialogue system (Already included in Ork)
  • Portraits (Already Included) (Plus I’m going to temporarily “borrow” some from the internet!)
  • UI
  • Scene Change, since the dialogues will take place in a new unity Scene

I don’t have a solid time estimation for completion, but like all things. The basic completion shouldn’t take long, but refining will make ultimate completion time pretty variable.

Author twill14
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