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View Code? Open in Web Editor NEWLearn to Program by Crafting Your Own Magic Spells
Home Page: codespells.blogspot.com
Learn to Program by Crafting Your Own Magic Spells
Home Page: codespells.blogspot.com
Need to add in the minimap that tracks not only player, but NPC's as well.
Walking animation for gnomes are working in the test file (NPCTestWalk) but they are not working when called from Seeker.
Or should we just keep the current interface for now??
Something awkward is happening with the seeds and their auto-generation.
Make tickets for:
Rename objects in inventory (make sure names are unique).
Display named objects' names above them in the world
ObjectManger should index objects by given name.
Java API should allow for accessing by given name.
How do we start and stop spells now? We aren't going to drag the scrolls onto the objects in the world...
Is this even possible?
It's annoying.
For some reason the fluor keeps getting ingredient scripts added to the prefab.
If you hit the pond the river monster will also kill you.
The bread station consumes the ingredients. It should also produce the output.
Make a new area where the output will be spawned. When the input area receives two input ingredients it should tell the output area to spawn the output.
Baby gnomes should be a little bigger
The minimap and the inventory (and future GUI artifacts) need to be integrated in an aesthetically pleasing way. Use photoshop mock up the new layout.
Also need to have the conversations at the bottom of the screen (what the gnomes say at the bottom, user choices in the middle of the screen)
If you go into the swamp and then leave the swamp the rest of the world gets darker.
Get the gnomes elbows to stop moving
Where's the sound?
The sun used to go dark.
Make light.
Gnomes can walk back and forth from their destinations using the waypoint system, but they need to be able to pick up items (which also means finding them) and take them to their destination.
The Gnome AI scripts should be in a CodeSpells-specific directory like Vender/Level1/Pathfinding, not Vender/Pathfinding.
Rule of thumb: The modules under vendor should be as abstract as possible. Pathfinding could be useful in any game. GnomeAI scripts are only useful in Level 1 of CodeSpells.
Gnomes should be able to drop off their items appropriately at their destinations.
When you want to move an item, it should be put in the inventory and then when you want to release it you should click the location where it needs to be released
Update Level1.unity with all the latest changes/fixes.
Add MoveToOther.
Catch fire.
etc.
TextMesh FTW. Added the Vendor/3DText module.
Game play is a bit choppy.
Worse, though, is the speed at which Java "spells" affect the Unity world.
Probably, it should be a website. That way, they can cut and paste spells into the game.
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