As long as a player is standing still, all the equipment that player is wearing is rendered correctly. I'm still having some issues with equipment jumping around on the y-axis when a player moves, but I'm sure that I can sort that out with an hour of debugging.I also need to work out the correct draw order (hair sprites always draw above the head but below the hat. Depending on the angle, swords will draw in front of the body, or behind the body). This will probably take me an afternoon to perfect, and I think I'm going to put that on the backburner while I work on more exciting additions to the engine.
So, what's next?
As soon as I get equipment rendering perfectly, I'm going to work on interacting with objects on the map: openable and lockable doors, clocks that tell the time, candles that a player can light, and chairs that the player can sit in. A player that owns an object will be able to pick that object up and place it again in the world. Objects with more than one action will display a Sims-like interaction menu. Some objects will have a preferences panel accessible from this interaction menu (for example, a clock will have the option to change its time zone). Not all objects will have a preferences panel.
The clock in this time zone just struck midnight. It's time to go to bed. G'night. :)
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