DAY 4
I was really tired today. Overslept and missed 2 hours of work (yikes!). I wanted to do the entire logic for the first area today, but only managed to make the logic for the buttons. It took longer than expected, with testing and bug fixing. But I did manage to make the buttons, so at least there's that.
Had some ideas about placing an outline on the buttons when the player puts the mouse cursor/crosshair but don't know how to make that one yet. I'll document myself about how I will do that.
A button looks like this:
Again, placeholder content, but it does the job: press the button, the button lowers. And when you are near the pillar/support, a text render appears above the support. So far everything works as intended, but I'm not satisfied with the speed at which the button lowers: it just teleports instead of moving smoothly, but I'll fix it. Some bugs occurred with the text render, but I managed to fix them.
After the button was done, I managed to swap out the Roman building model with another, more sleek and "utilitarian" one (at least for the purpose of the area):
Simple, sleek, does the job. What more can one ask?
Again, had to rework the collisions because as it was, the player could not enter the building. Using complex collision as simple on all parts minus the brazier. That would've killed performance in the long run, so instead I used an Auto Convex collision. Tweaked around until I got a nice, hollow cylinder shape collision that allowed players to enter and that encompasses the entire model without killing performance. Sweet.
So that's all I've got for today. See ya tomorrow.