Wednesday, October 5, 2016

dev blog #4



the major part of the last coding session was implementing the mouse controls.
thanks to the built in A* pathfinding algorythm of GameMaker I only had to finetune the grid used for the pathfinding calculations

biggest problem here was to handle doors as they can have two different states,
open or not  (compared to walls and other "solid" objects)

depending on each doors own status the path grid had to be adapted  for each pathfinding attempt

I also upgraded the various interactive objects (like containers, beds, NPCs etc) with "action spots" (blue circles) where the pathfinder will walk you if you click that interactive object directly to start interaction right away once you arrive there
View post on imgur.com

to offer more mouse abilites I also added a "hover" function that highlights objects with their names if you can interact with them.
the bold red square is the current mouse position on the grid (not captured with the screenshot)
View post on imgur.com


next will be the rework of the inventory system which was implemented only at the "backend" without a meaningful "frontend" in addition to mouse support for that as well

I plan to finish the save/load functionality first befor the next tech demo release

and with more and more framework features shaping up I plan on rendering some more images next so you guys have something more appealing for the eyes instead of all this tech gibberish :P


enough gibberish, you want images I know

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