Hello Mr Ninja

Quite a bit of basic stuff in and done tonight - very productive evening of coding on the basic interface front. First of all, movement now works - standard ‘asdw’ keys, with q and e for pan left and right thrown in for good measure. The vector stuff I was fretting over the last time ended up being trivial - I just let it do the math and then wipe out the y (vertical) axis movement, since I want feet to stay on the ground.

Also added in the first GUI sheet and figured out how that works. No buttons on or anything yet, but I’m happy that’s working. I’ve pretty much sorted the interface - right button switches cursor modes - the cursor is either ‘talk’, ‘use’ or ‘look’ or it switches to mouselook. Right button toggles through all those modes. In mouselook mode I make the gui go away, too, and the left mouse button doubles as a move forward button. If you aren’t in mouselook mode, the keyboard commands still work for looking/movement and the mouse moves the cursor - either a pair of lips (talk), an eyeball (look) or crosshairs (use/take)

dealwiththedevil-hellomrninja.png

So, in the above picture, we’re in Talk mode and we’re gonna talk to the ninja. No, there won’t be ninjas in the real game - the ninja mesh comes with the Ogre3d demos.

Next up is collision detection, then probably adding in enough stuff to actually have a room. Then mouse over identifications. Then… well, lots. Scripting. NPCs. Conversations. Picking up stuff. Inventory. Looooooots to do. But it was a productive night.


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