After a long hiatus on blog posts, I did manage to add quite some features, but most of the were simple, boring or already largely solved for me. Non of them interesting enough to write a blog article about.
Nevertheless, I’m doing so anyway because I think I am now at a stage where I have nailed down the most fundamental features of the game like moving around and loading levels, etc. So I am now at a stage where I have to implement more detailed and more game specific features such as the combat system, user interfaces, quests, etc.
Rather than a lengthy blog of all the technical details I thought I might as well record a video of all the new features that I’ve built in the meantime.
New features on order of appearance:
- Character creation screen
- Basic foraging skill
- Inventory screen
- Weapons are now 2D
- Water shader
- Incredibly basic combat
- Door puzzle using basic scripting engine
- Conversations with NPCs
- Small town with moving watermill
- Interiors
- Shopping
- World travel screen
- World travel events
- Big city with NPCs
- Quest journal
- Spellbook
- Local map
- Wait screen
- Day/Night cycle
That’s quite a lengthy list!
I might write a blog post about of a couple of features if I decide to refactor or improve them.
For now the main goal for the next milestone is to implement MQ120
(the second main quest) that involves world traveling and dungeon crawling!