Friday at last. It's been awhile, huh? I've been churning out a good portion of artwork and code this week, and the alpha inches closer every week. Let's take a look at the minor changes:
- Fixed an issue related to the Ore Smelter. Exiting the UI with only fuel burning caused the item in the fuel slot to disappear forever.
- Improved how the game differentiates from UI clicking and combat clicking.
- Tweaked how AttachToObject functions.
- Added new GameObject classes: ParseGroup, SmoothLerp, and CircleLerp.
It was a fairly productive week in terms of artwork, though there is still plenty more environmental and structural design. Here is a summary:
- Small candle (three variants, lit and unlit)
- Small Crate (front and angled variants)
- Medium Crate (front)
- Barrel (closed and opened)
- Small Rock Cluster (four variants)
- Medium Rock Cluster (three variants)
- Dead Twig Cluster (three variants)
- Well Wheel (unanimated)
- Well Base & Top
- 1x2 Wooden Door
- Nine Stair-related Tiles
- Wooden Flooring
- Eight Cliff-related Tiles
- Twenty Grass-related Tiles
- Wooden Ladder
- Wooden Lattice Window
- Eleven Rail-related Tiles
If you've been following my work for awhile, you might have an idea of what a GameObject is. In the context of my game, anything that is in the current map is a GameObject. Any changes made to this class benefit all classes that derive from it, like flora, switches, or characters.
I decided to make height (and subsequently gravity) a standard for all objects so that it can be manipulated easily by other objects. Imagine an important item that falls out of the ceiling onto a pedestal after killing the dungeon boss. For demonstration purposes, I opted for something more ridiculous in the video above: jumping flowers.