Ok, worked some more on the path leading up to the monastery and integrating that into the map better. Still a bunch of fine details to do but the landscape work is mostly done.
And as I was playtesting I realized that if the player wants to fight they're way out but doesn't have a weapon that they currently have no way of doing that. So I finally put together some melee animations for the player. The two different punches are shown but I also have the ready, unready, and idle plus the 1st person variants. Just need to plug everything together in game and do a bit of scripting to equip this weapon whenever the player doesn't have another weapon equipped.
And femme imp visit scene animation. This is from the first intro scene of hers. I'll drop the slightly spicier animations over on the discord (otherwise I have to paywall the post here). But yeah, I'll do some work on her dialogue tree and keep working away on her animations.
Then I also have the designs done up to handle NPC time schedules. I've gone through a couple different ideas on how to handle their schedules and they start to get unwieldy very quickly. What I'm going to try, and I think will work, is an upgrade on the current system of smoke and mirrors and spawn points. Where the spawn points will hold the waypoints and interactions as well as the time window for when an NPC should spawn there. And I'll have multiple waypoints per NPC. So the other novice will have a spawn point in the garden for daytime hours, a spawnpoint in the courtyard for mealtime, and a spawn in their bedroom at night. Then when the player rests or advances time I'll ping the parent of those spawn points and spawn the novice in the appropriate space and then set their behavior for that time period from the spawn point. There is a case though where if the player lets time pass without leaving the area or without resting then things could get out of sync. So if the player stands idle in the garden courtyard the novice would always be there performing the same actions as long as the player never leaves or uses the wait command. This isn't ideal but it seems like an edge case that isn't super game breaking. I dunno. I'm going to test it out and see how it feels in game. If it feels too clunky I'll go back and redesign things. But it should be quick enough to implement this version that I shouldn't lose too much time.
slaen
2025-09-17 22:30:35 +0000 UTCslaen
2025-09-17 21:51:11 +0000 UTCOscar Wilde
2025-09-15 17:35:13 +0000 UTCOscar Wilde
2025-09-15 17:01:48 +0000 UTC