Lots of stuff this week trying to fix bugs and smooth out all the new systems.
Candles can be interactive, have a recipe and placeable, + flame fx follows the placeable candle
Vfx and sounds can be triggered by volume and by time of day
Containers restocking should work correctly now - this will replace previous inventory entirely
Waypoints work with new spawnpoint system now
More lighting and environment work on the map
Fixed up some trespassing logic. the NPC barks are now local to the volume. there is also a local dialogue on the volume if the player is trespassing and starts dialogue with the NPC - instead of opening their default dialogue. This will let me set what NPCs say to the player based upon where they are.
Worked more on door transitions. They seem to load reliably now? but on the heavier interiors you could still fall through the floor. I'm testing a fix to toggle the player's movement until the loading screen exits.
The monastery cave is in game and hooked up to the overworld map
Tested out the save game UI with the newer save systems and it seems to be holding together. I'll probably come back in the future when I have the energy to do UI work and add some more options to save games and allow for multiple saves per player character.
Unarmed / punching for human characters is set up in game and should equip whenever the player doesn't have any other weapon equipped.
So what's left for the next build?
Dialogues and quest scripting are the two biggest things. I want to try and get the imp tease scenes in there but I can always just do the scene dialogue and then add the animations later. Then a detail pass to add random loot around the monastery and a lighting pass for the rest of the interiors.
And that's really about it? I think? I'll probably run into some more bugs along the way but hopefully it won't be too much longer!