Room transitions are up and working!
Still some more fancies to add to the portal item and prompt, but it's Functional and that's Good.
A quiet fireplace to build around.
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Experimentation, mechanics and stories.
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Main account: @Sunfire
I mostly share devlog posts from there at the moment, but game releases and other announcements like that will be posted here first.
Room transitions are up and working!
Still some more fancies to add to the portal item and prompt, but it's Functional and that's Good.
Making good use of my Cohost Plus upload sizes as well :3
Given that it's possible but not likely for multiple items to overlap, i don't know how much use this screen-toggle system will be, but i'd prefer to have it than not.
One of those little QoL features for the "but sometimes" situations.
Interacting with any item or examining items on the ground will take one standard-length turn (same as moving, one second).
I'm not sure if i'll ever need certain items to take longer or shorter to use.
I might do it anyway? Probably wouldn't be too hard, even if i leave them all at the default.
The GUI itself is very work in progress, but i've set up the default theme to my liking.
For the previous version, i had windows fade in and out, but i think i prefer this instant-disappear fast-fade-appear system instead.
For one, it's easier to program (always a valid excuse for visual flair junk) but it just feels a bit snappier without sacrificing the Intentional Look of the fade-in animation.
Might move the side arrows a touch inwards... They look awkward just outside the visible area. And up, too, to fall in line with the Inspect button.
today's little chunk of progress after coming home early from work (back pain and brain fog oof)
i have started setting up item interactions!
currently that just means "press button to inspect, press newly popped up button to cancel"
but that's a solid foundation already
the next steps: left/right arrows to select different items underfoot
and then hooking up the overlay for the portal so i can test room transitions.
Another revision for this version of Riptide Manor, interacting with items will be handled in two stages:
The first "select" or "inspect" stage, when you are standing on top of an item.
No details about the item itself are given, only that there is something to be interacted with.
An [Inspect] button appears on the right side of the screen.
Or possibly on top of the player? but that might be distracting.
After pressing the button, the main "item view" is pulled up.
This will vary between items, whether they are single-use items, ability cards you can swap to, room progression portals or anything else.
In theory, i could even extend this so that you can access and switch between all items within range.
Might be worth trying! For now, i've got it set up to simply select the closest item, but i will need to give it a proper test to make sure all the linkages are working as intended, along with making a test item (a portal, so i can make sure that code is working too)
...
Actually yes, on second thought i will do it that way.
I have played around with moving GUI layers to make menus before, i'll give it another go.
And also because i thought about the idea of having to waste a turn stepping a tiny bit to the left because the wrong item was closer. Not fun