Hearing that makes me feel a lot better about a lot of progression so far.
I'm in the process of finally tying all of the scattered gameplay scripts together into a cohesive whole now and it's very much "oh shit please don't break please don't break please don't break."
Oh wow, those are some really good pointers man, thank you!
I'll be sure to give this a shot tonight and mess about with it.
The trickiest part is still keeping it non-realistic enough that people won't notice the low poly nature of the meshes but detailed enough that it pops out.
I'm watching the video now!
Also, what game are you making? I really like the look of that building!
To stem off what I was saying, I just finished testing of the Reality phase timer system, NPC pathfinding and event system and it all works flawlessly.
The only thing it needs now is the actual proper NPC's walking around and not just 20 "Ethan" testers running around the store.
Also the third person movement and camera is basically 90% done.
The rest of it will probably have to wait until the character meshes start coming in.
Also, tying the subconscious world timer/clock into all of their respective areas and starting to balance enemy placements with the speed in which the timer decreases.
Tomorrow I'm gonna go back and work on the battle system. I can see the Noise (basically this game's reverse "mana" but different) stat tie-ins are gonna be a complete dick to do.
So there's still a shit ton to do but I'm feeling a lot of progress now. Feels good ^^
They just can't handle that sweet button feedback. (I know I've said it before, but goddamn. Even the gif is fun to watch)