:NEW UPDATE:
29.03.2021
Certain animations are still missing from attacks, I apologise, I wanted to take a break from animating (attacks anyway) in order to focus on other things that needed to be done SUCH AS inventory. The system is still in the works, but for the time being it's functional, if a little rough round the edges. Definitely WIP, the entire UI will be overhauled at some point and some of the animations you see are not final and will be overhauled/revamped.
If it seems like not much has changed on screen since the last few updates, then I apologise, but with these new changes and additions -- behind the scenes or otherwise -- I've essentially broken new ground into a lighter prototype, the framework is here now and it just needs a few more fixes to it's fringe.. And yes, this slight little dungeon will be the starting area to the game, that intro will be planned etc, I might throw in some dialogue down the line for extra effect but for now it's visual nuance is quite pleasing to me, I don't know about you. Still very much WIP though (notice her right arm X) )
To those wondering about the discord channel front, I had had an idea to follow through on that this month but instead opted to pursue all my remaining energy on ticking the boxes I had off of my list, with the inventory system out the way, this can lead into other player UI systems such as Character sheet, equipment slots, etc. If you have any questions etc best to ask them here or on my patreon when I'm around - if there is much to be done then I try to refrain from being public, I apologise if this leaves some of you out of the loop, so I try and make a steady middle ground of releasing an update AT LEAST once a month if possible. If not, then I'll be sure to list any circumstances that may prevent me from doing so.
For now, things are still feeling pretty rudementary, but my intention is to work on 'nicening up the entire look of this rather rudementary UI for next update, thinking of integrating inventory slot based system with images as well as text to allocate to each individual inventory space. WIP and still brainstorming here though, I wanted to get something hashed together first just to see if it worked as intended/necessary. Tutorials were very useful in this regard, I shamelessly admit; I had thought that implementing inventory would be difficult but it still very well may be as this is just the first leg of the journey.
To quickly summarise;
-Mostly code fixes/patches thus far
-Individual animators for each and every limb/bone etc, Head can face different directions to body as seen in new intro.
-Inventory System!
-Item Pickup (Inventory system for player currently WIP)
-Inventory UI (Placeholder)
-Improved animation fidelity/detection from mouse inputs, jerky/glitchy animations should now be a thing of the past
- Working intro complete with animations for player model and scene etc etc
- Prototype inventory system for player and potentially enemies and other NPCS, this should follow through into a fully fledged equipment system,fully integrated stats for player and non player characters including character sheets, equipment screens, etc.
Realistically, all this ground work should be in place for me in order to begin working on Enemies, that being said there is already an AI-PC-Follow system I have already implemented but it would likely need some pathfinding etc.
- Cleaned up some of my previous code for animations when facing different directions whilst using the mouse
- Item pickups etc (kinda a requirement for a working inventory I suppose lol)
And perhaps some I may have missed if I hadn't already listed them.. It's been a busy month, animations always seem to take a long time. Fortunately, it's a template for all/most in game characters/enemies planned thus far though, so I've laid down some nifty groundwork for myself moving forward.
As usual, feedback/input appreciated. Just let me know, and I'll see if I can get back in a timely manner. Thank you!