SamSuka
absent_dogma
absent_dogma

patreon


Progress Overview: Equipment and Weapon

Good day, dear Viewers.

As usual, today's news will consist of results and further plans, but since last month, the priority tasks have changed due to their complexity. This was obvious from the very beginning, so I expected to make a simple base for each previously noted task, but later I changed my approach and decided to dive deeper into the following task:

Due to the fact that a lot of attention will be paid to the combat system in the game, it cannot be neglected in development. After the published post, I started my work with this system:
I created a 3D model and textures of the sheath and the knife itself and added them to the project, after which I began to work on adding this weapon to the character. As this will not be the only weapon in the game, just as it will not be the only type of sheath, the topic of a developed system of weapons and equipment has become increasingly relevant.


Then the question arose about the equipment and inventory systems.

Like any item, weapon must be stored somewhere. In the case of weapon, I'm working on a system that requires it to be placed in storage slot (sheath) so that it can be used directly in combat. Thus, a weapon requires a sheath (except some small weapons) - an item itself that will be equipped in order to carry the weapon. First of all, the list of weapons by size and handling:

Each type of weapon will also have its own type of sheath.

In my understanding, this gives modularity and variability in handling weapons. Also, common sense dictates that you can carry a weapon not only in a sheath but also in a belt - a special slot for small weapons (and auxiliary items in the future). This is not even close to being a complete list of features about weapon handling. Of course, if you don't have a sheath you may hold a weapon in hand(s) and use it in a fight, however, if you don't have a place to store it (suitable sheath, backpack, spacious pouch, or belt), you either drop it or keep carry in hand.

Roughly in the technical version, this piece of logic already works - the items have their place on the "character’s body". The character can change weapons and hold them in her hands. She understands when she has a weapon in her hand, and when she needs to take it or change it with others. To make it all look organic, it's necessary to add animation to the character, which, given such modularity, must be carefully thought out.

Another point is to combine the inventory system with the equipment system.
As well as garments that a character wears with slot(s) for sheath(s), you need storage for other items you will carry with you (valuables, materials, etc.), including various pouches, bags, and backpacks. Variability of things now is less important than solid logical basis for it.

The most important thing I want to convey is to make the system as friendly to changes and additions as possible. That is why now I'm devoting a lot of time to architecture, which will look visually when it works and will be shown out. I'm going to keep moving in this direction, and next time I will try to show what will come of it.
After this, we can move on to other aspects of the project.
All this will happen gradually in due time.

I continue to work.
Absent.Dogma

Progress Overview: Equipment and Weapon

More Creators