Spring Week 6 & 7 Worklog
2/26/25
Today's work period consisted of getting Doc's player animations in engine as well as finally getting some UI/Menu stuff done since I have been avoiding that. Doc's animation clips have been made, I now need to get them to trigger and transition at the proper time. Again it's hard for me to code in-class so this is where I've stopped for now, deciding to wrap up some loose ends with branding work.
3/4/25 - 3/5/25
ok so the rest of that last week was a giant mess and I genuinely cannot remember what else I worked on if I did, midterms and some other stuff threw me really off track. SO WEEK 7 HUH! Time is... flying. I don't like that.
Anyways I am FINALLY getting to dialogue and some UI stuff. No Doc's animations still aren't fully implemented. I am. all over the place once more. I didn't really time myself since I worked in-between resting, but I got a basic dialogue system in place over the span of the past two days.
placeholder dialogue only like 6 people might understand <3
Essentially how it functions is that I have scriptable objects for the individual conversations and scriptable objects for the "actors" (recurring characters/NPCs). There's also a space in the dialogueSO where I can just input a name and portrait for a random NPC as opposed to make a whole actor for them.
It's not shown here, but the system I have in place will allow me to have multiple characters talking in a conversation and it also allows for branching conversations via dialogue options. The latter will be important for the opening of the game since I plan on having FERRI ask the player if they've "been on board with us before", or in other words, if they've played the game before.
I still have cleaning up to do, like those buttons shouldn't be there and for the subway scenarios like this I need the dialogue to trigger during a cutscene as opposed to me manually triggering it like I am here, but that's a task for another day... or my next work session.

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