… it’s been a while. My bad!
It’s been pretty busy with non-dev stuff the past couple of weeks. Also, I just built my first 3D printer, which has eaten some time. But sometimes it’s good to get away from the grind for a bit. I expect this week will see some work on Labyrintheer as well as a little bit of toss up time on a different project I’ve been mulling over for a bit. I have no plans to stop development on Labyrintheer, but RPGs are a dime a dozen, and to make something that’s actually interesting will take quite a bit of time, still.
So, to bridge that gap, I might do some very preliminary work on another project that I’ve had rattling around in my skull for a few months now – JUST to see how it looks in practice.
I’ve been working on a few items, the most recent of which has been lootable chests that have open and close animations and audio. The animations and audio part are not something I have a lot of experience with, but the chest is thankfully fairly simple.
Right now I’ve defined a very specific Chest Controller, though I suspect I will transform this into a Usable Object Controller that will take an enum of it’s usability type (for environmental objects) like open/close, on/off, pick or gather (for reagents) and the like. The video above is super simple, and is still a WIP.
Currently, the player will interact simultaneously with every interactable object within a radius. The next step is to raycast or use a hidden collider to find the object most centered in front of the player and prevent interactions with objects behind the player.
It’s a start.