Log Apr 16


I've decided to make more frequent uploads on this devlog, since I want to keep the audience updated and I worry that you may not see that I'm even working on the game. 

I figured, since I do at least just one thing every single day, could be good for me to make it known. 

Today I made "waiting" animations for the characters. These are part of the Delivery System, in which the "available characters" are added to a list, then one of the  character is selected at random to be the "receiver".  At the same time, one of the "restaurants" (the little street food carts) is selected, and then paired with a receiver. I coded a line to connect the positions of the restaurant and receiver, and it's displayed in the mini map as the green-to-pink line. 

I realized that was too awkward to follow, since it deviates attention from the center of the screen, so I added the little floating holographic arrow that points to the position of the two elements.

When a Receiver is in front of their houses, waiting for the player to deliver the order, the code tells them to look for and then run animation with the name "Waiting", which are idle animations that I made and named "Waiting" for each model. That is what I've been working on today. 

So far there is only one model for receivers. I'm working on adding more, which would actually be the game characters and not just place holder "Girl" characters. 

I should repeat that this is still not the game that I envisioned. So far I'm trying to complete a decent technical demo. Once I'm done with all the character models for the first story-relevant girls in the beginning, polished the game world and the movement, I will start with the main story sequences, whose intro I already wrote.


The problems I'm running on:

The rig of one character desyncs with the player position for some reason, which makes her look creepy. I'm working on solving why that happens (on pic. 2, I'm right in front of her but she just avoid eye contact).

Buildings suddenly pop up into existence in a very jarring way. That issue is simpler, since it is due to maladjustments in my scene loader script. I will work on that tomorrow and modify the minimal loading distance parameter. The problem is, if it's too far, then more scenes will be loaded at the same time, which will increase lag; too small and buildings pop up suddenly. There should be a nice compromise between the two. I'll find it.

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