I find that I don't like to make posts without fancy pictures, but at
the same time I don't like to let as much time pass between posts as has
the past couple weeks. I did have a hard couple weeks with a string of
headaches as the seasons and weather changed drastically here in Japan,
but I have also made important progress on parts of Solace Crafting.
Originally I was just reworking the User Interface (UI) though to get it where I want it, for now, I needed to improve the global inventory control system. That being how world items, player items, items left in facilities, storage chests, loot chests, etc. are all managed.
Inventory is not a big deal when you are simply moving things from A to B, but in Solace Crafting we actually have quite a few systems that required quite a bit mode code to get working properly. For one, as shown in the attached screenshot inventory has special slots for raw resources which are upgradeable both in total slots available as well as stack size per slot. These are part of the "Void Storage" system which is important to streamlining resource gathering throughout the Multiverse of Solace Crafting.
The other major user of Void Storage are Dimension Crystals which are player built facilities that let us teleport between locations we deem important. Any dimension crystal can be equipped with void slots for resource storage allowing the transfer of resources between locations as well as remote access for crafting facilities within range. Normally just storing the items on the gameobject itself would be enough, but this way we can track and make sense of where all of our items are throughout the Multiverse.
Now that the inventory system is fully equipped and running well, I have the tools to make persistent objects anywhere in any world. In pregenerated worlds this wouldn't be a problem, but in Solace Crafting we are free to travel thousands of kilometers making the programmed destruction and respawning of everything in the Multiverse necessary.
As I polish some final steps in the crafting UI I'm moving more and more into polishing up the skill system. Soon I'll have my hands on Terrain Composer 2 and then we'll be getting ready for Kickstarter with the dream of developing full-time!
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