Added the awesome atmosphere effects, and refactored textures to use
nearest neighbor sampling. I'd say the game generally looks a LOT better
now. Next objective: assign point lights to each of Ari's attack objects.
Attached point lights to magic effects, and began implementing door / key
features. Door is modeled and animated, just have to make the hooks work
programatically so you can open it. Then we'll add a dropped key that you
can pick up, and finally plug it into the actual maze (working in a demo
scene for now to make development faster).
Fixed up the animations to properly work now (at least I'm pretty sure I
did - they appear to work now at the very least). Clicking key on the door
opens it. Key could probably use an animation for using it, but I'll leave
that for later (or possibly even someone else). For now, door opens which
is good enough for me. Next up: get the door to close when you're far
enough away from it.
Adjusted the way the door opens/closes (now there's a script for the door
to properly handle that itself), and created some code for the door to
shut when you get sufficiently far away. May want to change the logic in
the future, but for now it should be fine.
Moved my changes into main, and refactored some prefabs to accommodate.
Spawning the door in the correct place, but closing doesn't work now (my
way was terrible and didn't really work long term, apparently). I'll toy
around with it later this week to see what I can work out.
Key placement seems to be working. Can't 100% guarantee at this point that
the key is being put into the room farthest from the boss, but it seems
like it's generally getting put far enough away that we're fine. Also
can't tell how badly it's impacting performance, but I'm pretty sure the
biggest bulk of loading time is spent placing blocks and shit. We'll want
to look into that ASAP methinks. Anyway, key is in the room - next up,
make the key pick-up-able, along with being placed into the inventory.
Guess I hadn't saved unity quite yet on that previous commit - sorry! Just
committing the saved scene file now.
Created a new branch
A bit of a sketchy change, but really the only reasonable thing I could
think to do at the moment. Basically, changed up code so the bosses can
see the room and tell it to spawn a new enemy in the room. Gave the bosses
a hook to the boss room so it can do that, and plugged in the hooks so the
bosses properly get a reference to that room.
Tried to get a key pickup working, but not terrible amounts of luck on
that one. Committing and pushing so I can work somewhere else.
DERP THE ANIMATIONS GOT RENAMED HURR. Fixed that up, hopefully this pushes
that change properly to my laptop. May just delete and reclone if it
doesn't. Oh, except I probably don't want to. Ugh. Whatever. I'll figure
it out...
Refactored Maze Gen code shit to use the ItemBase tOreType enum instead.
Just makes sense. Now easy to add ores into inventory.
Supposedly adding mined resources to the inventory, though it doesn't seem
to be doing anything? I'll have to talk to Victor.
Tried to fix up the door script - not so successful on that front - but I
did get the Key pickup working. Turns out I actually had it working all
along, I'm just a fucking idiot and I was spawning the wrong key.... @__@
Anyway, that's working now, which means the only major feature left to
plug in is going on to the next level upon defeating the boss.
FORGOT TO SAVE SCENE AGAIN LOL WHATEVER
Cleaned up some code. Gave the inventory some background. Made inventory text wraparound.
Now displaying ores in the inventory.
Getting YAML errors so I think meta's are corrupted. Committing changes.
Fixed up the errors (actually from a long time ago, but didn't get
properly saved I guess) with mining in UD Corridors.
Merge branch 'Aric_5' of https://github.com/ZavaStudios/SeniorCapstone into Aric_5