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Cutscenes and crafting

  • Writer: Ashendal
    Ashendal
  • Mar 11, 2021
  • 2 min read

I haven't had as much time as normal to implement things due to work, but I was able to get most of the final cutscenes in place. Since there's only two character's left that need them I'm going to switch to getting the gathering and crafting bits in place as that can be done in smaller batches and I don't need to worry about picking back up where I leave off and forgetting small bits.


The gathering portion is easy, as that's just scattering events that check if you have the gathering tool in your inventory and then play a small sound as you're "collecting" it, before awarding you with the item. The crafting bit is where it will take a bit more thought. There are two ways that it can be handled and I'll be testing both to see which of the two works better. The first is to use the engine's built in system for a "choices" menu and branch that out. That's better from an immersion perspective as I can fade the screen out and play sound effects to have the player wait on the smith or enchantress to actually make the item, but it's limiting in terms of showing you what you're actually getting without a lot of text boxes and a massive amount of menus. The other is to use a plugin that allows a shop interface to accept items rather than just money. That's easier to do, and would allow me to add in a lot more possible choices for each item, as well as letting the player actually compare stats to what they already have, but it isn't like the games I'm trying to emulate with this project.


Either way, that should only take about a week and then I can move back to finishing the final two character's cutscenes.

 
 
 

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