SamSuka
slaen
slaen

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Swamp town stuff

With the jump to Unreal 5 there were a lot of things that had to be changed, rewritten, and updated.  So this week I really focused on getting things back together and running again.  

Oh and I hooked up the rough building interiors for the swamp town.  Now I just need to add the spawn points, finish the dialogue trees, and start adding the quest logic.  

I also need to update the colors and lighting in that screenshot.  Still a ton of polish to do of course but the big stuff is working so far.  

The next big thing to do is the frog dungeon and the quests for the swamp area.  Then I should be able to finally get this build out.  We'll see if anything during the build process has changed in Unreal 5 too.  

Swamp town stuff

Comments

Just faking it for now and teleporting the NPC based on what time of day it is when the player touches a collision volume for the spawn point. The biggest reason is that how I'm handling the external and internal spaces the one gets unloaded when the other is loaded. So if an NPC is walking on the road in town and the player enters the tavern that NPC is then walking in empty space and has nothing to pathfind on or even to collide with. I might try adding some extra smoke and mirrors though. So say a character is walking to the mines for work for the day. I can spawn them far enough away and then set waypoints along the road for them to follow so it will hopefully give the feeling that they're moving around in the world and not completely static. At least that's the plan right now.

slaen

I'm curious about the NPC schedules - are you planing them to be walking from one place to another, or will they be just teleported there?

boobsgames


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