Highlighting and Unpacking

As I had been thinking about all weekend I started out with trying to work on a feature that highlighted points the player could swing or grapple from. Since I recently learned how to highlight objects, this wouldn’t be so different. An issue I had at first was that if you panned the camera fast enough some objects stayed highlighted even if you weren’t looking at it.

Thankfully I was able to solve the issue by making sure it strictly “un-highlighted” the object that was peered away from. I wanted to do this so it would be easier to communicate to the player where they could swing from. I also increased the size of the capsule that the swing/grapple does so the camera doesn’t have to have pinpoint accuracy at the swing/grapple spot. Hopefully this makes it smoother and more fun to whip around. I also finished up two more rooms today, and counted the rooms I had left to do. Including the ones I did today I have 43 rooms left to finish. It’s quite the difficult task, but so has everything I’ve been taking on so far. I also replaced the statue with a different model, one that might be better suited for the hall.

There was a bug where the lantern could pick stuff up through the wall, was able to fix that by making sure its collision box didn’t go through objects. There’s another bug where the player can stack the inspected objects so all their information is written to the screen. So far I haven’t been able to remove it, but it’s not the biggest issue. Players can still put the objects back one by one, and the only way they stack the items is if they’re persistent enough to do it.

I’ll either start on figuring out combat, or continue working on the rooms. I’m confident that what I have implemented for the whip so far won’t work as I want it in battle. It needs to interact differently with enemies/bosses. And also I need to learn about AI, a simple one first that I can hit and have it hit back as well. The list goes on and goes on, and the quest continues.

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