Finished the low poly mesh for the imp robes and I was able to get started on the textures. They still need a detail pass and I'm planning on trying a few things with the rig.
I also started putting together the monastery cave. Because every monastery needs a good cave system beneath it right? The layout is done and the general lighting. Just a fine detail pass left over and to hook it into the main level map.
And more trespassing work! There are a lot more pieces to this than I expected at first. Before it was just a basic check to see if the player was trespassing. Now on top of that check the NPC will warn the player that they are trespassing and need to leave. If the player doesn't listen and doesn't leave then the NPC will become hostile and attack (at least for any NPCs that are set to this behavior tree. Most likely this will only be the monastery guards in the first iteration of this). If the player does leave then the warning counter gets reset. If the NPC loses sight of the player they'll go to the last scene location and look around. If they still don't see the player then they'll go back to what they were doing but if they catch sight of the player again then it's back to the warnings to leave.
I still need to test this with multiple NPCs in the scene and chasing the player. I'm sure there will be a few bugs and overlaps that I haven't planned for. I also still need to hook this into the scene + respawn logic. The plan is to make the monastery guards be much more powerful than a 1st level player and then to trigger various respawn scenes after the player is defeated.
slaen
2025-09-10 22:13:25 +0000 UTCZealotDKD
2025-09-05 18:46:25 +0000 UTCslaen
2025-08-20 21:44:25 +0000 UTCOscar Wilde
2025-08-17 19:46:16 +0000 UTC