Improve navigation behaviour of controllable objects
What this rather vague message means is “be more inclusive when determining which object categories are considered blockers”.
Ramblings about hobbyist game development
Improve navigation behaviour of controllable objects
What this rather vague message means is “be more inclusive when determining which object categories are considered blockers”.
Make sure to update the UI structures when adding additional funds manually
Instead of just changing the value manually do it through a function which also marks the UI state as dirty. That’s it.
– make a distinction between failed/successful navigation when executing a job
– give the sink a unique identifier
Without this the jobs could get stuck and would also obviously not proceed to the next one, essentially making an object stuck because of a single failed navigation.
Disable actions the user cannot afford
This one is pretty self-explanatory. Just some polishing work for the job actions. 🙂
Rotate main object towards context object when reaching an action point
To make things look more natural, also make the “main” object rotate towards the object it is interacting with, not just let it move towards to the action point.
Rotation action points with the object
Finalises the action points, now they actually do change their position as an object rotates.
Add sink object (without any functionality right now)
While already busy using Blender, why not add another asset! As you can also see the fridge got some additional decoration to give it some more depth.
Add fridge model
Back to Blender. No more need to pretend chairs are fridges!
Fully implement the eating mechanic as intended. Add some generic job utility functions to the abstract python object.
This finally brings all the pieces together, the biggest change here are the above mentioned generic methods which can be applied to all kinds of job types:
But why don’t you check out the final product (and imagine that chair is actually a refrigerator)
– further implement the food buying mechanic in python (still not complete)
– correct “parameter” parameter passing into python scripts
– add interface to allow python scripts to reduce the funds (buy things)
– fix job type copy constructor (did not initialise all values)
– do not allow values greater than 100 in controllable objects
– add mechanic in the game state/main app that force-refreshes the widgets if the funds changed through a script
Really as it says in the surprisingly in-depth commit message, making good progress!