Kicking off the great week of development, I’m releasing update 0.542. This update focuses on fixes regarding AI, and implements a shot distance display to let you know roughly how far your ball will go, as in the image below:
The changelist for this version is below:
- Added distance visualizer for the shooting
- Increased size of trails/debug lines
- Handled instances when the ball goes out of bounds
- Tweaked movement acceleration for AI to avoid it from stupidly going off cliffs
- Adjusted AI threshold for shots
- Set the resort to stay open 24/7 for debugging purposes (always spawning new AI, not despawning AI suddenly)
- Tweaked ball rolling drag to stop it from rolling endlessly on occasion
I’ve also removed the current grass renderer, as it was causing issues on Mac/Linux, and on non DirectX11 systems. I’ll think of a better solution later on.
That’s all for now folks! Builds are already updated, so go grab the update!
Got the placement to stick, including the blending between different path types. Now tomorrow all that’s left will be saving and loading, which should be simple.
I’ve also taken the decision to leave the pathbuilding as instantaneous, instead of having the landscaper dude going around placing them. Makes more sense this way, since it’ll be something the player will be able to lay and relay quickly. Going to study more from now on what should be dealt by the landscaper/builders, and what should be instantaneous.
Anyway, check out how it’s looking like!
So nice, specially being able to move it in 8 directions! Breaks away from the usual grid style of building things.
Get ready for 0.54!
Sorry for the silence recently. Sometimes life comes at you hard and you don’t have a lot of time to work on things!
I’ve been busy getting the new path-building system in. Right now, the preview display is in, and allows you to build paths in all 8 directions. As you can see below:
Right now, the preview is basically a line renderer with a very simple material, perfect for illustrating where your path is expected to go.
As you draw the path, you’ll see how much it’s expected to cost. Once you release the mouse button, the path will begin being built by the landscaper. You’ll be able to remove sections of the path at any time.
Later on you’ll also be able to choose the type of path you want to build, which will come with different materials, costs, and sizes! Should lead to some very interesting styles!
Now I’m working on implementing the procedural mesh for the path proper, which will take a bit of work but I think I can get it done this weekend. Being able to place the path in 8 directions will be pretty useful!
Stay tuned for more!