Sorted out some contract bits for Lumo, in theory it should also be remaining on GoG now.
Maenhir
NPCs can force the player into a conversation. This’ll probably form the bulk of how the timeline is progressed for the player, as well as the odd cut-scene here and there.
NPCs (or anything else) can give items to the player. There’s no longer a requirement to find stuff in a chest, or lying on the ground.
The game now tracks which of the key inventory items the player has collected, instead of assuming they have everything from the start.
Modelled and textured a Journal, that Toby Guard gives you in the first dungeon.
Edited Toby’s code and ABRs so he gives you the Journal at the end of the conversation
Toby’s Room controller now removes him once you leave
Re-lit the first baby dungeon so it matches what I was working on last month.
Fixed the broken floor edges in the baby dungeon, because I’d changed the origin in the meshes last month
Changed how the sword room works. You now have to hit an R/B switch to gain access to the chest that then gives you the sword.
Created an SFX Audio Controller. All BPs that want to play SFX go through this class. UE's good on the audio side, but there are a few ways to do things, and it's way too easy to call an effect with the wrong class or spacial settings. Fixing this in C++ is easy, trawling through BPs is not. Meant every single audio effect in the game has been fiddled with. I'll thank myself later...
It was possible to have more than one fish attached to a lure, and in a super rare case, catch two or more at once. Now, whichever fish decides to bite first, tells the rest to bugger off.
When you cast a lure its velocity is now linear, to match the UI power gauge. Previously it was notched. It makes casting to an exact spot slightly more difficult, but gets rid of the weird disparity between visuals and end result.
When playing the reel-in animation, the code now scales the blend to match the scale of line tension required to catch the fish. The player should always be at maximum pull when the fist is caught, even if it’s a tiddler.
Created a new map; The Dojo, for testing WIP stuff. Internally it’s setup like a single Dungeon Room.
Created the spinning blade trap. This is pretty much exactly the same as the one in Links Awakening.
Added button charging. Now, when you keep the attack button pressed, the character will keep the sword outstretched and begin charging for a spin attack.
Camera and Movement controller blend nicely from encumbered movement, to a slower, restricted, charge-movement. The release is also blended out quite nicely.
Animated the spin attack. Needs some tweaks to make sure the sword is always shiny side up…