And 1.15.07 is open to all Patreon supporters
Ok this one is going to be fragile. I tested the quest chains in really isolated conditions on a test map. Mostly to make things easier and faster on myself so all of the items and NPCs were right there in front of me. In actual gameplay a lot more can happen and go wrong. The more I work with these systems the smoother and more stable they'll get but for now expect bugs.
Also the quest lines are mostly proof of concept and intro stuff. They'll get deeper in future builds.
Build Notes
Quests!
The player can join the Redtree town guard. Speak with the captain upstairs in the guard barracks a bit west of the southern gate.
The tavern in Redtree is looking for help. Speak with Roth the bartender.
The blacksmith in Redtree is offering work.
A farmer just south of Redtree is having an issue in his barn
New lockpicking ui model assets
Rough food assets at Mollie's and the cafe.
More environment work around Redtree
Slime animation rework
Goblin animation rework
There's a lot of new stuff in this build but a lot of it is under the hood right now.
The status effects system is mostly working. This will do things like give the player health or stamina boosts from eating food, resting in safe locations, or suffering from things like poison. These effects mostly work with save games -but- they don't currently carry over time stamps. So if the player is poisoned and only has 2 minutes out of 5 minutes total of being poisoned if they save that game then load the timer will be reset to the full 5 minutes. This will hopefully be fixed in the next build. And right now the only item that poisons the player is the coffee available at the cafe in Redtree (it was the first food item blueprint that I opened while testing).
Also food items will replenish health and stamina right now. Left clicking on them in the inventory should use them. This needs a polish pass to show that they're actually doing something, and how much they're doing. Especially on things like apples that only heal a few points of health it's difficult to notice that your health bar is changing at all.
If you play through the Redtree gate guard stuff you'll see the bare bones of scripted cutscenes with multiple NPCs. It's super brief for the moment but it spawns a new NPC, sets what their AI is doing, changes the player's camera target, and interacts with other actors in the scene.
Then lastly there's all the new dialogue and quest functionality. There's a lot of pieces here that I'll keep fleshing out as I get deeper into working with quests.
slaen
2024-10-05 18:54:16 +0000 UTCNobodyOfConsequence
2024-10-05 05:47:20 +0000 UTC