I started putting all the stuff together in game this week. There's a surprising amount of pieces going into this now.
The player using furniture and playing an idle animation specific to that furniture. There's also slots for getting into and out of that idle animation but I'm not sure how necessary these are - you know how in Skyrim or Fallout 4 there's this animation whenever using a bed or a crafting table that can't be skipped and takes just a bit too long especially if you triggered it by accident? That's why I might skip the standing up and sitting down animations.
Spawning an NPC character and being able to run all of the scene logic on that NPC and the player. Then at the end of dialogue having the option to keep or despawn the NPC. This is also an update / revamp to the logic used for resting in an unsecured location. I just need to do a bit of polish on that end to have better random encounters on rest.
Lots of camera and visual stuff. The scene here triggers a depth of field effect, adjusts the fov zoom level, and applies a vignette around the edge of the screen. I still need to add a few options for UI spawned particles and VFX to polish it off.
And I started bringing in her finished scene animations and setting those up in the engine.
One issue that I did run into though was with the 2.5d fluid fx. I was so sure these would be an easy and cost efficient thing to implement. Not so much. And it's totally possible I just don't understand how to use the system well enough but it seems really inconsistent to use. The best looks come from large fluid particles and lots of them. So the default splash looks super cool. The problem is the fluid I need is more a a streamed spurt. Which means fewer and smaller particles. Then on top of that the simulation is very camera dependent. I can get things looking decent from a side view. The fluid particles will collide with the character, stick, then slowly slide down. BUT when I move the camera to a front or top view the particles won't flow straight they'll just go immediately off to the side or straight down and won't even come close to the projectile path of the side view. I haven't given up all hope yet. Because when it works it looks good but when it doesn't work it just looks bad. We'll see. I'm going to try and dig up some more info about it because the official docs are a little skimpy.
Alright, back to work. Still hoping to get this build out by the end of the month so I might skip the splash fx if I can't get them looking good before then.
slaen
2025-11-15 00:58:29 +0000 UTCslaen
2025-11-15 00:54:35 +0000 UTCOscar Wilde
2025-11-08 15:27:42 +0000 UTCOscar Wilde
2025-11-08 15:03:36 +0000 UTC