It's that time again! Yup, I've posted a new dev vlog.
I'm still grappling with the format of these. Part of me wants to dive into some stuff, and waffle on for ages, but the You Tube stats say people only watch for 3 minutes... Chicken and egg problem?
Anyway, this one's a quick one, just a surface glance at some of the bigger, shinier additions over the last few weeks.
And if no one watches it, well, I might do something a bit more technical next time...
So Cecconoid and Eugatron have been finding some new players, probably as a result of the Itch.io bundle,which is good to see. What's less exciting was someone uncovering a blocker bug in Eugatron, specifically, a race condition between player death and the end of level checks. The fix was a one liner, but it delayed the Switch submission by a day... Since I was in there:
Updated the build to the latest Unity LTS
Added key bindings for the right stick of Mame compatible arcade sticks
Updated to the latest version of InControl
The build is being tested, but should be up on all channels, early next week.
Created a dervied class for Anim instance, to allow my C++ code to play montages on the player, directly.
Added a full body slot to the new AnimBP, so I can play upper, or full-body montages, from the new derived class.
Did some reaction animations. One for dungeon doors opening, and a generic thumbs-up.
Ceremonies that take over the camera now automatically get the player character to look to where the action is
Remade the blade trap. Another example of not using lerp when I should have been using lerp.
Made the mesh for the dungeon "top" in Henge End Main Barrow.
Moved Item Pickup from the A button, to the Y button.
Throw is now overloaded on the A and Y buttons
Changed the long grass texture to match the style of the tree leaves. Probably need to do the same to the bush, as well.
Sword is no longer part of the inventory wheel! Press A while unencumbered and the sword swipes immediately. This, and Pickup moving buttons is a big gameplay change, but probably for the best. Having to pick the sword before a fight will get old very very quickly. Besides, I need the slot in the inventory wheel for something else.
Sword disarms itself when it's been idle for a few seconds. Respects charges for spin attacks. Couple of bugs in this that I need to iron out, though.
Added forward sphere checks to ensure there's enough space in front of the player to dig with the Shovel. Stops the character leaning through static geometry in a stupid way.
Added a new HUD element, that will display the name of a map location when you enter it.
Added new LOC types for Location Names
Added new dialog types. One for quest, and one for legendary item. Created new dialog backgrounds for each.
Recorded and edited a new Vlog. Updated all the things!