Update #2 Coding, Coding and more Coding


It has only been 3 days since my last post, but many more things got ironed out! To break out of the monotony of coding I have been dabbling in a little bit of everything, so I don’t lose my mind.

Coding:

 I have established dialog and quest giving, along with this the HUD for dialog with character names attached to dialog boxes. NPCs also can now aimlessly wander, talk, and accept quest items. I have also made spawn points so when you leave a house you will spawn in front of the door from which you have exited. I have had problems with spawn points all of them work; however, I still have an issue where Blep and Pep spawn in front of mushroom house at random during gameplay. I will be looking further into it as the week persists.  I have fixed the issue where the camera clips through walls showing outside of interior spaces. I have also fixed Bleps normal jump to be less floaty. I have yet to cap the glide jump.  I also have coded in trigger-based music so if a player is in an area for example, an interior space, different music can play.

Models:

I have currently as of last night rigged Blep and Peps character model. I have been starting to model objects for interior spaces. I have also created the iconic mushroom house and have started modeling other NPC characters.

Art and Design:

I have created floorplans and level designs for interior spaces.

Sound:

I have been messing around in online music synthesizers to see what kind of music can supplement my melodica. I have currently put in place placeholder music for the overworld themes although I am not the fondest of it.

 

 

 

 

 

Get Blep and Pep!

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