Building Feature - Update Week #4
Dear glorious crafters,
As I haven't shared anything last week, I took a time of 2 weeks to really push the progress and come up with some news.
It is the 4th week of me implementing the Building feature, I've gone far and with the help of my coder friend Vanlal Hriata, we were able to create stuff that I wouldn't dream of.
1. What was achieved over 2 weeks?
a). Build zones - I was able to determine a build zone. Green means you can build, red is locked, in this case until player reaches lvl. 5. As you unlock the area, you can just expand your building there.

b). Walls inside the room - walls are now being culled whenever there is something behind them, thanks to the fixed camera angle, so you can divide rooms. At the moment, it's only for cosmetic reasons.

c). New Items - wooden floor, braziers, brick walls and many other are coming! More wall tapestry and outside fence + statues! (Would you love to see real country flags in the game? Leave me answer in the comments!)
Also, the morning light was reworked and is now more noticeable.

d). Reworked UI - as I've had feedback that the UI is overwhelming, it was really time for me to roll up my sleeves and get this done. Hopefully, you're happy with the results.
UI was scaled down by about half from the original, leaving more space for everything and I'm really loving it.

The crafting UI is now bound to the middle screen, so you have it on your eyes and it opens up a lot of space!

Quests and Mines are now on both sides and you're no longer obliged to go to World Map just to click few times on resources.
With this being said, World Map is now purely for Wars and Looting Dungeons! Thus accessible after you reach Tavern.
Quests have now feature, that allows you to re-read it fully again, if you have it still active. That means, you can check for rewards and anything else you might have missed!

e). Less Rush - added one additional quest for the beginning and with leaving World Map after unlocking Tavern, the beginners phase of the game leave more room to breathe for new players.
f). New Quest Rewards - building upgrades and new items for expansion are now solely obtained through quests. Therefore, you will progress step by step. Now, will be available in Prologue only, as there is quest for that. There is no content for Smelter in Demo, so it's really pointless to have it there.
2. So what more has to be done?
a.) Saving of the built progress - At the moment, it doesn't save the objects in the scene.
Also, the build system is using 'sockets' for deploying other items and attachments/upgrades. These have states 'red/blue/ that enables or disables other things from being placed there. All of these things have to be saved along with the data, otherwise it will cause issues.
A quick example of the overview for above shown room and how many 'sockets' has to be handled.

b.) Content for the quest rewards - upgrades for Blacksmith are ready. Smelter upgrades are in the works, wall tapestry, marble tiles for walls and floor, more fancy wood and stone products, outdoor and indoor decorations.
c). More advanced logic - at the moment, there's no penalty for not having fully walled room, or door or windows. I'll try to implement some penalties or positive buffs depending on, how player takes care of his room
So, after all, I can say, that things are getting wrapped up, and I'll be preparing it for testing. Don't want to fail a promise, so let's see what next week will bring and I'll keep you updated!
Let me know your thoughts and feedback!
Regards,
Machal
As I haven't shared anything last week, I took a time of 2 weeks to really push the progress and come up with some news.
It is the 4th week of me implementing the Building feature, I've gone far and with the help of my coder friend Vanlal Hriata, we were able to create stuff that I wouldn't dream of.
1. What was achieved over 2 weeks?
a). Build zones - I was able to determine a build zone. Green means you can build, red is locked, in this case until player reaches lvl. 5. As you unlock the area, you can just expand your building there.

b). Walls inside the room - walls are now being culled whenever there is something behind them, thanks to the fixed camera angle, so you can divide rooms. At the moment, it's only for cosmetic reasons.

c). New Items - wooden floor, braziers, brick walls and many other are coming! More wall tapestry and outside fence + statues! (Would you love to see real country flags in the game? Leave me answer in the comments!)
Also, the morning light was reworked and is now more noticeable.

d). Reworked UI - as I've had feedback that the UI is overwhelming, it was really time for me to roll up my sleeves and get this done. Hopefully, you're happy with the results.
UI was scaled down by about half from the original, leaving more space for everything and I'm really loving it.

The crafting UI is now bound to the middle screen, so you have it on your eyes and it opens up a lot of space!

Quests and Mines are now on both sides and you're no longer obliged to go to World Map just to click few times on resources.
With this being said, World Map is now purely for Wars and Looting Dungeons! Thus accessible after you reach Tavern.
Quests have now feature, that allows you to re-read it fully again, if you have it still active. That means, you can check for rewards and anything else you might have missed!

e). Less Rush - added one additional quest for the beginning and with leaving World Map after unlocking Tavern, the beginners phase of the game leave more room to breathe for new players.
f). New Quest Rewards - building upgrades and new items for expansion are now solely obtained through quests. Therefore, you will progress step by step. Now, will be available in Prologue only, as there is quest for that. There is no content for Smelter in Demo, so it's really pointless to have it there.
2. So what more has to be done?
a.) Saving of the built progress - At the moment, it doesn't save the objects in the scene.
Also, the build system is using 'sockets' for deploying other items and attachments/upgrades. These have states 'red/blue/ that enables or disables other things from being placed there. All of these things have to be saved along with the data, otherwise it will cause issues.
A quick example of the overview for above shown room and how many 'sockets' has to be handled.

b.) Content for the quest rewards - upgrades for Blacksmith are ready. Smelter upgrades are in the works, wall tapestry, marble tiles for walls and floor, more fancy wood and stone products, outdoor and indoor decorations.
c). More advanced logic - at the moment, there's no penalty for not having fully walled room, or door or windows. I'll try to implement some penalties or positive buffs depending on, how player takes care of his room
So, after all, I can say, that things are getting wrapped up, and I'll be preparing it for testing. Don't want to fail a promise, so let's see what next week will bring and I'll keep you updated!
Let me know your thoughts and feedback!
Regards,
Machal