Hello everyone, here are the news from the front.
That’s it, the revision of the inventory system is complete!
First, I added a quick inventory bar, to view and equip objects faster, which works much like Minecraft’s. I also improved the display and now it’s good. Here is an image of the inventory:
And here is an image of the quick bar, which appears when you pickup an object or activate a shortcut:
I also improved the controls and interactions to solve issues encountered during tests, such as picking up an object when you already have an object in hand, and so on.
For this, I decided to separate all interactions into two groups: interact with the object in hand (left click), and interact with the world (right click), taking inspiration from Deus Ex. I was reluctant because it involves drag & drop with the right click to open the doors and drawers, but finally it works really well.
We will see what the players think in the next playtests, but I think that the majority of issues are solved on this side.
I FINALLY finished modeling all the characters. I also took the time to take back the old ones and to improve them, in order to have a uniform style. The skinning is clean and even if I have to improve the colors a little, I am satisfied with the result.
Here are some pictures to illustrate all this:
An Adventurer, with an ugly anti-spoiler blur :p. There are several variations of the Adventurer that I will post from time to time.
There are two other characters that I consider spoil, so I prefer not to show them :p
If I have the time, I will add a little facial animation, and physical animation, to give them a little more life, especially in the dialogue phases. I still need to rework the AI, and that’s it.
I’ll probably do a little post with before and after comparison to show the improvements between the versions of the characters.
New Asset: Smart Shadows
I’m happy to announce that my new asset SmartShadows is available on the Smart Shadows asset store: Smart Shadows
“It’s a dynamic shadow manager with a priority algorithm, to improve the performance of your game and get the best dynamic shadows!”
I said I stopped making assets because it took too much time, but I wanted to try again, to see. And it also allows me to vary my activities a bit.
Assets Logos & Pictures Updated
In order to make my previous assets a little more attractive, I decided to review their logos, as well as the images used as examples on the asset store.
I am very interested in your feedback and criticism. Do not hesitate to give me your opinion on the presentation videos, if I ever decide to spend some time to remake them.
For example, here is the new logo for Ultimate Screenshot Creator:
And here Multi Device Preview & Gallery:
Assets on Sale: 30% OFF
By the way, I take the opportunity to inform you that all my assets are discounted at -30% until December 8th. To take advantage, go to the asset store:
Ultimate Screenshot Creator
Multi Device Preview Gallery
I still have to make some code changes, which I have a lot of trouble finishing. I finally started to iterate on the first part of the game to improve the gaming experience (and everything else), and I will soon start doing more level design to exploit the possibilities of gameplay.
That’s all for this devlog,
See you soon,