7:05pm - Another long time without a work post. I've been having quite the down season it seems. Well, I've got myself riled up to do some work so that's just what I'll do.
First I've got to take the previous project and fork it for the new one.
7:15pm - Forked!
Now I need to solve that camera issue that was bugging me before.
7:29pm - Now that I'm so far removed from originally writing this code, I'm not sure it's a good idea to use a physics baseed camera.
It might be a little more coding on my part but I should be able to make a strict follow cam with a bounding box. I won't be able to make very complex camera limits but that would've presented the opportunity for the camera to get 'trapped' anyways. So I'll try that now.
7:41pm - Now I remember the problem I had before! The camera node has extents built into it, but they're square, and I wanted to have oblong extents. Well, let's just say screw that and go back to the previous method.
7:57pm - There we go, the camera extents are working now.
8:08pm - Alright so I've actually got a task list from last time, and it says that I should add a camera shake trigger onto the camera. That seems like a good thing to have but not neccesary now.
The next thing after that is the NPC system, and after that a Dialogue system. The idea is to have ways of interacting with the world beyond just bumping into things, but not as advanced as combat yet.
So, let's see... For an NPC I want a ...
OH SNAP!
I just remembered the REAL reason I wanted oblong camera zones. It was so that I could have 'interior' spaces within single scenes, instead of loading a scene for every building's interior, and then reloading the outside.
But that isn't a big issue, so I'll just make all the interiors seperate scenes for now and change it if it becomes a problem.
8:53pm - I went ahead and made a second area and put teleporters between them to make sure they still work, and they do so that's good.
Unfortunately I'm about out of time to work, so I'll have to stop for now. I'll keep thinking about the NPC system so that I can make it next time. For now, I'm signing off.
First I've got to take the previous project and fork it for the new one.
7:15pm - Forked!
Now I need to solve that camera issue that was bugging me before.
7:29pm - Now that I'm so far removed from originally writing this code, I'm not sure it's a good idea to use a physics baseed camera.
It might be a little more coding on my part but I should be able to make a strict follow cam with a bounding box. I won't be able to make very complex camera limits but that would've presented the opportunity for the camera to get 'trapped' anyways. So I'll try that now.
7:41pm - Now I remember the problem I had before! The camera node has extents built into it, but they're square, and I wanted to have oblong extents. Well, let's just say screw that and go back to the previous method.
7:57pm - There we go, the camera extents are working now.
8:08pm - Alright so I've actually got a task list from last time, and it says that I should add a camera shake trigger onto the camera. That seems like a good thing to have but not neccesary now.
The next thing after that is the NPC system, and after that a Dialogue system. The idea is to have ways of interacting with the world beyond just bumping into things, but not as advanced as combat yet.
So, let's see... For an NPC I want a ...
OH SNAP!
I just remembered the REAL reason I wanted oblong camera zones. It was so that I could have 'interior' spaces within single scenes, instead of loading a scene for every building's interior, and then reloading the outside.
But that isn't a big issue, so I'll just make all the interiors seperate scenes for now and change it if it becomes a problem.
8:53pm - I went ahead and made a second area and put teleporters between them to make sure they still work, and they do so that's good.
Unfortunately I'm about out of time to work, so I'll have to stop for now. I'll keep thinking about the NPC system so that I can make it next time. For now, I'm signing off.