v2.1


  • New System: Interactables

     This week I implemented a system forin-game,  interactable objects. When the player clicks on an interactable object, the PC moves to that interactable's designated location, and when the PC arrives, 1 or more events fire off. The system is versatile, and can do things like play sounds and animations, set boolean values, load a new scene, activate a game object, and much more. To test the system, I added a few interactables in the overworld and even recreated a simple puzzle that I'd made for a previous game.

  • New System: Data Persistence

     This system allows me to save information between scenes. For example, when going from the combat scene to the overworld, the game now remembers where the overworld PC was previously located and replaces him in the correct position. The system also saves all the character data between scenes, such as HP, MP, TP and the other stats. Lastly, it keeps track of game state, for example, whether an interactable has been clicked or a puzzle completed. It does NOT save data from session to session ... that save system will be implemented later. 

  • Variable Terrain/Background for the combat scene

     In most RPGs, as the player explores new areas, the environment of the combat scene changes accordingly. I created a new combat environment where the battle takes place on a ship. To test it out, when you are in the combat scene, you can click the [Debug] button in the top-left corner and switch from the mountains to the ship.

     I made a few other minor tweaks (scene loading is smoother and fades in and out now for example), squashed a couple bugs, and did a little work on lighting and environment, but the bulk of my development time went into the three items above. I didn't get around to adding the "random encounter" mechanic this week, but I'm happy with what I accomplished. Let me know what ya think! 

Files

RPG_TBC_v2.1.zip 167 MB
Jun 21, 2019

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