Incoherent conversations and rework of foundations
A lot of small fixes has been done, but nothing major. The most interesting thing is that I came up with a fun idea of having thin walls in some buildings, where if there’s neighbours I’ll add a “NeighborTalk”-node to the scene which will create incoherent or hard to read text with some custom bbcode/rich text scripts.
Changelog 16-20/3
16/3
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More folder structure changes, added “DEMO” as it’s own folder which I later can use to place scenes which I intend to use in the demo.
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Started a mock-up of a new UI
19/3
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New main screen, interactive one had to go (only basic layout so far, black bg and simple buttons)
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Cleaned up FriendSelect-scene (new “New game”-button and grab_focus when selecting friend)
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Changed back some fonts to original one
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PoC on “inside building”-scene layout
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Garbled words spoken on the other side of the walls (Custom BBCode text effects)
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Player can see the insides of other buildings, but darkened the outside of the current building and not gonna show npc’s, only furniture and such
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20/3
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Finished up zombie changes (setup inclues gender, zombie sounds are based on zombie gender instead of sprite)
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Changed Friend to have a base scene with all different looks inherited as their own scenes
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Added crit chance to friend (1/64 chance to double dmg)
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Cleaned up some scenes and folders
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Character movement speed adjusted
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Bugfixes and improvements (closing dialogue with Esc, text above npc/door not hiding properly, etc)
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MainMenu background
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New exp bar graphics