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Total player revamp

Most criticism from followers was about the fact that the main character's animations were off: he was moving nervously, his staff was going up and down all the time while walking, he didn't carry his staff on his back, and he wasn't running but speedwalking. It took a long time...

New quest log

We got ourselves a brand-new quest log, for keeping tabs on all the juicy missions you will get. Enjoy! Integrating this part with our UI skin was a pain: not because it's difficult, but because you have to be painstakingly precise to fit everything together. https://youtu.be/lu6EhUVccvg

New log window

We got ourselves a new log window, that currently displays tutorial instructions in case the player forgets. Later the window can have more purposes. Next: a quest log window! In hindsight this was pretty easy to accomplish, had I known earlier that Unity's ScrollRect is outdated and that the new...

New tutorial system

You know what they say: it takes 10% of the time to make the first 90%, and 90% of the time to make the last 10%. Today we bumped into an enormous issue with asset management that had to be solved due to a huge bug in Unity. We did...

First quest implemented!

This is proof that the basic game mechanics are now working: we got ourselves our very first quest! It's a simple mission, but a very important one nonetheless. What do you think? What is good already? What can be done better? And the most important question: can you find out...

Minimap icons and new compass

The minimap now shows icons of important locations, and there's a new compass that tells you in which direction you need to go to arrive at your quest destination. Getting the minimap extensions to work was, once more, a real pain, as somehow I again managed to find bugs no...