Even more visuals, quest WIP
Added 2024-03-20 17:30:01 +0000 UTCThe past week was a bit slower on code-based mechanics, as Thomas took a week off to go snowboarding in the alps.

Further visuals progress
In the meantime, our artists kept working on the art. Last week our surrounding scenery was still very greyboxed, some further work has been done there texturing the individual houses that are part of the backdrop. Initially we wanted to leave it in a greyboxed state for a while, but it was only going to be a few extra days now, and would be something that 95% certain won't change anymore throughout development.

Also in terms of the guild itself, we've been working on that as well, creating various doors, and starting work on our windows as well (more info on their usage soon).

Progress Grab Bag
Some smaller features/additions we implemented over the past week:
- Beat some sense into our grid system asset, so it doesn't allow for placing props where they aren't allowed to be placed anymore (you could cheat this if you placed a props in less than 2 frames from selection).
What's Next?
Now that Thomas is back from his vacation, we can dump a load of work on him again. The big thing(s) we want to work on now is reworking our control scheme already (it's really that bad currently), as well as lay down the core for our randomized adventurers/NPCs in the game.
With the core blocks of the guild hall (walls, floors & windows getting done as well), we'll be expanding this as well over the coming weeks, creating the full floor plan of our guild, instead of the 2 rooms standing on their own currently.
William will be taking 2 days of PTO as well in the coming days, but I hope we can get some more tangible progress on our quest system, as this has been dragging on quite a bit the past week(s).
Lastly, as the core to those customized adventurers is being made, we're focusing more on characters again as well, working on turning our barmaid into a 3d character in the game.