Posted March 13, 2019 by Bradalli
If I had thought my previous devlog was a long time coming, then this one has been an eternity coming... a lot of things have changed and I'm currently approaching alpha. I'm making sure that all of the important features I want to include are in the game before testing which will kindly be carried out by the BTEC Games Art students.
In regards to things that have changed, shops have been fully integrated along with the cart assortment system that arranges the carts without the playing needing to worry about them. I am not leaning into resource management that heavily, more using it as a decision the player makes regarding their cargo whether to risk what they've got for a chance of reward or forcing them to make sacrifices in a tight spot.
The player now isn't an assortment of grey blocks anymore, I've modelled a placeholder to test out a rudimentary 'IK' system to make the character seem more dynamic. The character is split into 4 parts (Head, body, legs, and arms) so that they may independently look at the mouse cursor in a somewhat convincing way. I may consider animating these pieces on top of the 'IK'. IK stands for Inverse Kinematics which is the opposite to traditional animation where instead of telling the limbs how to reach a preset destination, you supply a target destination you want the parts to conform to. My 'IK' isn't as elaborate as most, I am just using look at actions to simulate this.
Other changes include:
Changes I'm working on: