Hi there, and welcome to the first weekly installment of my devlog. Daily (or when I actually do something worthwhile on a day anyway) will still appear on the main Devlog page.
This week not much new happened, but I did finish up revision 1 of the item system and started on the keybind/input system (the two work hand in hand, although the Inputmanager will be able to work independently and load settings from the default ini file). I also decided upon the art style for the Alpha release of the game for the world and scenery (still deciding on character and creep style) and started a bit of work on the GUI style. Weather also took a giant leap forward, with rain and light snow making an appearance in the game.
On the coding side, I ran into an issue with my Dictionary of keybindings not wanting to be shared from the Keybind Manager to the Input Manager, but this was because I was attaching the Keybind Manager to the GUI element controlling the key remapping. As this element was being switched on and off and was only active when the screen was open, it wasn’t able to keep the settings for the Input Manager to grab. Creating a GameObject for the Keybind Manager itself and mapping the input areas to public text variables which were filled by dragging the GUI Text elements in, I was able to circumnavigate this, and created a much cleaner system too.
The Item system and input system both packaged nicely and easily imported into my main project. now it’s just a case of rewriting the movement system and letting the input manager take care of… well… the input. The Input was written in such a way that it sends commands to the movement manager attached to the player. Hopefully the movement manager will take care of player, npc and enemy movement, with the AI system sending commands instead of the input system for the latter two. Speaking of which, my AI system needs to be tuned a LOT. At the moment the enemy simply comes at you in a straight line and collisions cause it to get confused. It also runs back to “base” when you get too far from it’s spawnpoint, which should be changed to keep aggro while damage is being done to it. I’m still thinking about mobs running away… I loathe running mobs but I suppose it’s part of a game like this.
Combat is still just a dream. I first have to get out V2 of the item system, which would include stat modifiers, and get the player to spawn with the appropriate stats and abilities for his/her class, but once I have the basics of that out I will be launching a test arena to the public for some multiplayer PVP action. Stay tuned!