On monday, I mapped out the basic house layout in a new scene, adding hallways and staircases to link the house together from the servant room to the living room. Today, this static layout got styled further, and is now decorated with banners, wooden beams and pillars.
It also features a decorated entrance door and area, as well as an upstairs that can't quite be reached yet.
Cian fixed the warp around so that doors have to be interacted with for the player to enter a new area, and he made it so that when they exited a room, they would be back in the right place within the halls. Thanks to that, we could link all our rooms into the layout today, meaning they are accessible to the player from the start.
We fixed the issue with players still being able to move when the textbox was up, so dialogue now freezes the character. I also quickly made a prefab for triggered dialogue, so some clues can be given when entering a new room.
Yesterday evening, I drew up some sinks and dripping water animations, because Cian finished the prototype for a faucet puzzle yesterday. This is now all styled and fully playable, with lovely dripping water sound effects.
Cian also made the inventory static, and after some discussion we did figure out a way to make it so that even when holding an item, basic objects can still be interacted with. Now the player can pick the duster up in a cleaning cupboard rather than in the library.
I found a new side for sound effects that we can use under creative commons attribution 4.0 mostly. That site is orangefreesounds.com. I got a range of lovely creepy background sounds from there, as well as some classical music and background music tracks.
I adapted some of the sound in the start room to work better.
In terms of assets, what's new? Pillars, beams, banners, rugs and sinks, as well as the stairs of course, and the cleaning equipment you can see above.
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