Week 09 - DevLog


Order System 

This week we further developed the order system so that multiple orders can be displayed over time. The game manager has list of customers, which are represented by scriptable objects. This means the customers can be stored in the project files and be read from rather than needing to make them game objects in the scene.  

Customer list in game manager. 

Customer Scriptable Object.

Orders are created at fixed time intervals, which can be set in the inspector, where a random customer is chosen from the customer list. Each customer has an array of lines and orders of equal length. These represent a progression of orders, with the customer having an index that keeps track of their current order. The line at index ‘i’ corresponds with the order at index ‘i’, which is why the arrays need to be of equal length. When a customer has gone through all their orders, they are removed from the customer list in the game manager.   

Orders are also scriptable objects that contain a list of the required swords to complete an order as well as the reward.   

Order Scriptable Object.



This system allows us to easily add new customers into the game, with the goal being to have a large cast of interesting characters that randomly show up. Each character has their own story which we aim to use to flesh out the world. The randomness also means that each playthrough is unique.  

Test Character 1: Rando

Order1:


Order 2:


Order 3:


Test Character 2: Sir Brogan

Order 1:

Order 2:

Order 3:

Art

This week saw some major additions to the sword smithy world, included in these additions are three new 3d models for weapon types, modelled in Blender and setup to use flat material shading so that unwrapping was not necessary.

Cleaver, Dagger, Axe in game below:

The UI elements have been generated and cleaned up using Stable Diffusion AI which allowed for fast iteration and addition to the game, updated are the order tag backplates and the chatbox.

Overall, the Lighting for the scene was retouched with the addition of baked lighting and fog to add more of a cozy and realistic atmosphere to the scene, here is a screen capture of the current scene.

User Wallet 

A new UI element has been added which keeps track of the user’s accumulated wealth. This currency is gained when completing orders and the quality of marksmanship for each completed sword. This is done through the worth attribute of the sword scriptable object. A sword is also worth more depending on if it has been sharpened or not. The swords worth is added to the player’s wallet when a new sword is submitted. This currency can be spent in the shop and by pressing on the wallet the shop is opened.

Shop 

An early iteration of the shop has been added, it enables the player to buy new craft-able items needed to construct swords. In future the shop will have an improved UI as well as the ability to buy upgrades to items such as the player’s hammer and grinding wheel. 


Opening the shop using the player wallet button

Sound Effects 

In addition, more progress was made in terms of the game’s audio, as several sound effects were created to enhance the game’s atmosphere. These sound effects included sounds for objects hitting one another, chimes to indicate whether an order was successful or a failure, as well as sound effects for order submission and acceptance. Just like the music, these sound effects were created in Reason. 

Materials 
Brainstorming for different materials and material names also took place this week, and a short list of different possible materials and their colours was created. The full list is: 
Macguffinite – orange 

Mithril - mint green 

Orcikhalkite – yellow 

Iron - light grey  

Cooler Iron - teal  

Seric Steel - dark grey 

Famarite – red 

Cognarite - pink  

Divitite - purple  

Confictium - white  

Scientium - blue  

Curriculite - indigo  

Auxilium - grey  

Fundamentium – green 

Files

SS_Pre Alpha 01.zip 37 MB
Sep 07, 2022

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