Monday, October 10, 2016

dev blog #7

so right now the save/load functionality is almost finished, just catching some obvious bugs.
what is also finished is the new inventory layout. note that all the graphics are still temporary and most of the things you see at this stage is just the framework that will be equiped with actual graphics later on.


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the new inventory fully supports mouse controls like drag & drop and browsing through the inventory slots by turning the mouse wheel.


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(note the "pantie" item between the inventories, it's getting dragged but the mouse pointer won't show on the screenshot)

a right-click cancels any ongoing D&D or closes the inventory if nothing is dragged. dropping an item on an occupied slot will switch out the dragged item with the one in the slot


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I also reworked the dialog system to now handle multiple conditions
(like: have item X in Y amount + time NOT noon + ...) so it is more versatile than before.


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By doing so time skipping is now possible via the Ficus, the PC and the Bed but not every skip option is possible every time (like Bed - end the day: only possible at time=night)

in the meantime I'm also very busy rendering the images for the first scene that gets implemented before the next demo release. since each image takes render time of about 2h it is going very slow. I also found out that my CPU is actually bottlenecking my graphics cards while rendering so I turned CPU support for rendering off which sped up things a little

3840x3840 render on dual GTX970


Mike is up to no good in this first scene but I won't spoiler anything ;)

resized preview

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