Seems like ages since I posted any updates.
The plan is to wrap up the demo for the end of the month, hopefully before then. I've got lots of loose ends to tie up first, then it'll be good to go.
Added lots and lots, and lots and lots, and lots of cool stuff
- most of which Cliff hasn't even seen yet!
Like...
Axe throwing ogres, slime blobs that spit - enemies can be set to throw or fire at the player.
Insect particles... Moths, Bees, and Spiders - you can find a jar of spiders and release them all over the floor. Spiders and moths spawn from crates and barrels randomly. Bee's will annoy enemies, keep them at bay, that sort of thing.
Treasure, some nice items to find laying around and sell, the usual fare, necklaces, statues, gold stuff.
Tools, like a map reveal, stop watch... and some fun items that I won't go into.
Fruit machine... in the shop there's a one-armed bandit gambling machine, 3 reels, fully working - pays out money but get 2 or 3 chests and you get a prize. It's so slick, I can't help having a gamble every time I visit the shop.
Books. K, I never read game instructions really, and don't imagine that many people do... so I thought I'd make it a little more interesting. There is a quick key guide when you press F1, but the actual instructions are a book that the player starts with, they can even sell their guidebook if they want
. But, I got to test out my book idea, and it works great. It uses scaling and rotation to mimic a page folding left and right when turning, and can take a TXT file and show it as a 3D book. So, there will be some reading material - thinking about throwing in some copyright expired short stories, some Edgar Allan Poe for example...
When you use a book, the screen pixelates and fades to dark as the book opens and lifts up to reading level. Tap a page to turn it, pretty cool if I do say so myself. The scaling and rotation trick works really well - I'd go as far to say that it works better than a bone animated mesh.
I am the one who knocks...