Here it is the march update ... I thought i was ready to finally get to content creation to finish the Demo-Storyline but some stuff got in my way (as it always does)...
Full notes
Full Sehoni Island: Monsters and Adventures update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix0 additions1 change0 removals
Maps
UI and audio
changedI was really unhappy with my NPC just running straight across the map when using the Navigation Agent Godot provides (and to make stuff worse: sometimes they went a really weird ziggzagging way seemingly not knowing what they were doing) .. so i wanted to have not only Navigation but Pathfinding... like: Emma walks to the Farm and not across any fields or stuff but: she actually uses the paths... because... thats what paths are for, right? Unfortunately the Navigation Godot provides is simply that: a navigation... wich works great in most ways but doesn't include weighting of areas and so... no pathfinding as in: prefer using some regions over others... There is a AStarGrid2D component in Godot, wich is great in pathfinding on one map ... but i have navigation across maps... so i worked on combining both systems... i got it working, but it took time and navigation/pathfinding still needs work so... but the big stuff is done, took some time, but it's done.
fixedi fixed a bug that when you tried to select seeds without having them you just got stuck and frozen - Emma now moves to the Cave again so continuing the Questline will be able soon (and yes that one resulted in my reworking of the navigation for npc) - Some minor stuff in visuals and sounds were done too
Sehoni Island: Monsters and Adventures changes
changedI was really unhappy with my NPC just running straight across the map when using the Navigation Agent Godot provides (and to make stuff worse: sometimes they went a really weird ziggzagging way seemingly not knowing what they were doing) .. so i wanted to have not only Navigation but Pathfinding... like: Emma walks to the Farm and not across any fields or stuff but: she actually uses the paths... because... thats what paths are for, right? Unfortunately the Navigation Godot provides is simply that: a navigation... wich works great in most ways but doesn't include weighting of areas and so... no pathfinding as in: prefer using some regions over others... There is a AStarGrid2D component in Godot, wich is great in pathfinding on one map ... but i have navigation across maps... so i worked on combining both systems... i got it working, but it took time and navigation/pathfinding still needs work so... but the big stuff is done, took some time, but it's done.
fixedi fixed a bug that when you tried to select seeds without having them you just got stuck and frozen - Emma now moves to the Cave again so continuing the Questline will be able soon (and yes that one resulted in my reworking of the navigation for npc) - Some minor stuff in visuals and sounds were done too
Here it is the march update ...
I thought i was ready to finally get to content creation to finish the Demo-Storyline but some stuff got in my way (as it always does)...
I was really unhappy with my NPC just running straight across the map when using the Navigation Agent Godot provides (and to make stuff worse: sometimes they went a really weird ziggzagging way seemingly not knowing what they were doing) .. so i wanted to have not only Navigation but Pathfinding... like: Emma walks to the Farm and not across any fields or stuff but: she actually uses the paths... because... thats what paths are for, right? Unfortunately the Navigation Godot provides is simply that: a navigation... wich works great in most ways but doesn't include weighting of areas and so... no pathfinding as in: prefer using some regions over others... There is a AStarGrid2D component in Godot, wich is great in pathfinding on one map ... but i have navigation across maps... so i worked on combining both systems... i got it working, but it took time and navigation/pathfinding still needs work so... but the big stuff is done, took some time, but it's done.
That took the most of my time ... other stuff i worked on: - switched the icons for clothes, so that they have the same color as the stuff you wear, you can unequip them now and they keep their color...
i fixed a bug that when you tried to select seeds without having them you just got stuck and frozen - Emma now moves to the Cave again so continuing the Questline will be able soon (and yes that one resulted in my reworking of the navigation for npc) - Some minor stuff in visuals and sounds were done too