Randomized Dialogue Boxes
Quick and minor aesthetic bonus: pop-up dialogue boxes with randomized text. Plan to use this to bring attention to side-quest NPCs and stuff like that, though it has other uses like displayed here.
Quick and minor aesthetic bonus: pop-up dialogue boxes with randomized text. Plan to use this to bring attention to side-quest NPCs and stuff like that, though it has other uses like displayed here.
Made a hallway connected to Luna’s room, which leads to the remainder of the house (which currently doesn’t exist). This is also the first time I’ve checked interactions with the shadow and more than one light source, and it worked surprisingly well.
This is also the first in-game appearance of Selena,
The shadow works as intended with most slopes (still doesn’t work 100% on 45 degree slopes, but I think I can just avoid them in level design).
I had to basically rip the code out from individual objects and throw it all into a single script to make sure everything happened in the right order before each frame updated.
Lamp has a menu when interacting; it closes when you walk away.
Ignore the fact that the shadow is glitching out in this video; I haven’t done some of its cases yet, like having no light source and with the lamp light specifically.
In the process of redoing the entire shadow generation process; originally the game would do some fairly basic trig and then end up with… a line. The thing about that is that the line was locked to the level of the ground objects, couldn’t really be bent/cut off, etc. And I hadn’t even begun to think about how it could be done on ceilings and walls…