NokiMo
Liard
Liard

patreon


Game updates

TLDR I have updated the inventory, questlog, quest tracker and item systems more. I am now almost 100% done with these systems. They will work on a much larger scale once I get to doing other where I introduce more npcs these codes will work perfectly as is, and not need any changes.

Rant: I have spent the past 4 ish days just hammering down code on my game xD

Ive updated the items system a lot more. Ive made it less resource costly for saving etc, and made items a bit more flexible. Earlier every item had to have variables saved for example, for opening / closing an item, although some items couldnt be opened / closed etc. Stuff like that has been removed, and items details are now components you attach to the items, so that items can be completely different/ allow for very specific codes on each item, without needing all other items to also have that code.

I also went further over the inventory system, and it is now almost 100% complete + shortened code wise, as much as possible, without removing any of the previous features.

Ive also added a questlog, for simplicitys sake. The look of the questlog is not done yet, but it should make it easier in the long run for me to make questlines, and for the player to ofc keep track of a lot of quests at the same time, without filling up the quest tracker.

Ive also sorted things into main quests and side quests, and gone over my quest system a bit more, to make it even more flexible.

Both quests and items are now mainly in data tables, to keep as many variables out of the actual item as possible.

The tracker has been re-written. its now just listening to events from specific quests, rather then getting updated everytime a quest is updated. ex: collecting an item for a quest that was not tracked, would still reload the tracker. This is no longer the case.

Tracked quests are now also saved, so that when you open the game, the previously tracked quests will show up again.

I have gone over the save system to simplify it more with the above changes, so now it is also much less resource heavy to svae/load a game, and I no longer have to use ''get actors of class'' which would get very heavy depending on how many items / npcs are in the game. it wasnt a problem now that I have 1 npcs and a few items, but if i made a much bigger game, it would start slowing down saving/loading. So that is fixed along with other changes.

I also have an image of the save systems updated ui look from my ui designer :D I got it during the summer, but im not sure I ever linked it as i was so busy.

The interaction system has been shortened a bit more.

The inventorys code has also been dumbed down a bit. it now uses half the functions of what it used to, but works the same.

The keylog has also been updated slightly to be simplified, among some other general updates I didnt write down xD... but I think ive gotten almost 40-50 hours of work done on my game the past few days lol

My fugly questlog :3 I have already sent in this image to my ui designer, so he can redraw this once he has more time.

The objective tracker now also shows when using storage inventories so one doesnt have to go in and out of the storage to know what item to get.

Quest Notification widget :3 This pops up when a quest objective is finished.

Comments

any plans what said content will be or still a secret ? c: xp

Reloge

I will post a new beta version once I have added a bit of content. right now ive just done system overhauls and finishing touches all week xD

Liard

a very hardworker, seems like new version is soon to be seen ? :3

Reloge

the betas can be found on my website under the archive V game dropdown. the current beta that is uploaded is from january

Liard

Very cool, did I miss how to join beta testing?

bv

I have written the game from scratch, just using unreal engine, so there are no plugins added outside of 1 for animated ui elements. I havent really found any reccomended plugins that had the functionality I wanted, so I figured it is better to just create it all from scratch

Liard

Congrats on the progress, and thanks for the update! I might have asked this before (I forgot), but I'm curious: It sounds like you have to write code for a lot of core gameplay features -- are they not readily available as plugins/extensions/addons for UE you could simply plug-and-play?

RS


Related Creators