Summary:
In which a level continues to be built; arcanists go about their business; a texture is simplified; lines are made thicker; and a side-project continues.
Greetings and salutations!
This week's screenshot shows a new room in the Arcane Moon, complete with an arcanist, miscellanea, a mana-switch--and a rather dangerous-looking beam of some energy:
And indeed, the week just past was once again given primarily to the Arcane Moon, in a variety of elements thereof:
First of all, work continued in the building of the moon's structure: as shown above, a new room has been added and furnished--complete with a hazardous beam blocking access to one door, impassable to the player save via teleportation.
(There's even a new bit of interaction about said beam with the relevant arcanist, albeit currently with only placeholder text.)
Furthermore, the extant room has been adjusted, and a new door added:
In addition, and as shown in the screenshots, a bit of lighting was done.
You may note in the screenshot above that the arcanist is no longer T-posing, but appears to be engaged in some spell-casting. And indeed, this is because the arcanists of the moon are no longer static: they now go about various tasks within their labs!
In broad strokes, the arcanists cycle through a series of states: Walking to a randomly-chosen node; performing at that node a randomly-chosen activity (from a list specified with each node); pausing for a moment; and then returning to the start.
It's not perfect--for one thing, the objects moved during the "search" activity don't match well with the character's hands--but I think that it works reasonably well. ^_^
On the aesthetic side, two changes have been made:
First, I've simplified further the texture applied to the arcanists. What I had previously was yet a little over-detailed for the scale, which I fear resulted in it still looking a little indistinct. The newly-reduced texture reads better, I feel.
And second, I'm experimenting with thicker lines on the game's 3D objects. You can see these in the screenshots above, and here below are shown a few older characters in this new style. What do you think? I'd appreciate impressions of this change!
And once again, various changes, fixes, and tweaks were enacted in the week just past that don't seem worth detailing here!
As to my side-project, my visual editor for my visual-novel framework, I did advance that a little bit: specifically, it now supports flags for game-logic, and prompts one to name choices and flags immediately on creating them:
That, then, is all for this week--stay well, and thank you for reading! ^_^