Thank you brother 🤝
Nycolas Santos
Creator of
Recent community posts
It is actually quite simple, World Space is a constant vector, for example, X will always be right and left, Z always forward and backward and Y up and down, so an object in world space that is at X = 2 , Y = 0 , Z = 0 will be right or left relative to the world. Now the Local Space refers to the coordinates of the object in relation to itself, rotation for example, which is what I noticed in your game, the character moves in relation to its direction, then the W that is forward, will always be forward of the character, and the D always to the right of the character, then according to his rotation the front will be different, and usually in games with vision Top Down, when you go forward, he goes literally up in relation to the rotation of the camera or the World Space.
In summary, what you have done is in no way wrong, but your character has a Tank movement, similar to old games like Resident Evil, and usually for games with that camera from above, the movement is based on World Space or the Camera, where when the player presses W he actually goes up in relation to the camera, while in your game when pressing W he goes forward in relation to the character.
- I started writing the dialogs
- Implementing the objectives
- The game will have a "respect" system where the player can use it to request more supplies by phone ( these supplies will be used to help the refugees )
- Courtesy of "Between The Rains" the game will have a unique soundtrack during gameplay
- Possibly the game will have a day period and a night period, with a clock notifying the time, if the player does not help people in time, there will be consequences.
- I don't know yet how I can register the people the player helps and doesn't help, maybe I will keep a boolean per objective and at the end I will check which ones the player completed and give an appropriate ending.
- For now the items will be: Cigarette, sleeping pills, pain killers, first aid kit, bandages and beer.
- Npcs will have a physical and mental health bar, the above items help maintain these needs.
- Not all NPCs will have this mechanic, there is a priest in the game that will serve as a tutorial or just to guide the player.
- Added post processing
- I integrated a third party asset to handle interactions, inventory and dialogs.
- I started to create the items present in the game, so far : Cigarettes, Beer, First Aid, Analgesics, sleeping pills and Bandages
- I will soon try to be adding the dialogs present in the game and the small quests ( I'm thinking of something like a fetch quest where the player needs to know all the npcs present in the scenario and help them in some way, I intend to make it neither mandatory nor possible to help everyone )
- The scope may have grown too much, but the assets mentioned before will speed up the process and maybe make everything I plan possible.