Working on a Warlock for a promotional video of Dominus.
These videos show my progress – free time project, so slow progress.
Working on a Warlock for a promotional video of Dominus.
These videos show my progress – free time project, so slow progress.
This week I worked on the GUI and loot, I made an inventory screen with a rudimentary paper doll of the character to figure out how this would handle. I also wanted to be able to find items in the game world and move them from and to the inventory.
Talking to one of my NPCs
I decided I wanted to make all items take up one square both for simplicity, but also because playing the “move and rotate to fit all items” game was not interesting to me. I don’t want to waste time trying to figure out how many items I can carry via a grid placement puzzle.
Making an ARPG is already complicated, why complicate things I have no interest in, right?
Moving objects from a chest to the inventory
I adjusted my paper doll slots a bit as well
Well..
I was already using two Canvases in Unity to handle the GUI in one (Overlay mode) and Hit point display, mob/NPC name display with the other (World Space Canvas), so I wanted items to be in the 3d world, but I really didn’t have an interest in scattering everything on the ground regardless of the item. So I decided to make a 3D UI element that would carry the items found in a chest or corpse for example. Now all I had to do was to use my inventory code to move things around, right?
Well no, you have to be able to Raycast on both Canvases, sort through the results and have shared space for the object if you want this to be seamless and not having to create/destroy objects all the time. I made it work, you can seamlessly move items from one type of a container to another and it’s smooth and works regardless of resolution.
So my script handles raycasting on both Canvases, sorting through the results using Lists, recognizing the item type (using Tags) and what to do with it based on that.
I added a model for the Portals, I got this off the Asset Store along with a few others which you can find here: Elements of the Environment
Going through a portal
I also added sounds for the portal and item pick-up and placement, as well as the chest and such. They are all currently placeholders, but the game becomes 50% more satisfying.
This all led me to update the Quest log window a bit as well as the main UI bar.
Sweet GUI updates on the Quest log
Then I decided to make my main character match my Script more, removed the clothing and left him with a loincloth, which I also reflected in the paper-doll.
Finally I made the loincloth into actual cloth in the game itself.
Loincloths
I painted the Minotaur boss today and made an image out of a it.
I’m aiming on completing a few cinematics for the game that will not be in-game. One of them will double as the trailer for the game and it will feature a warrior on his journey to hell:
I want to make a shiny set of armor for him. I started with some basic elements and a quick paint over to see what I need to add, I might have to do a full body concept to complete him though.
Stay tuned.
As a young warrior in training (I am starting with the warrior character) you have a mentor who is teaching you how to fight. I based this guy loosely on Clint Eastwood and Bruce Willis
This guy started way back in the day, I had made a base mesh for a gargoyle character I wanted to make. I did a couple of sculpts, but other things got in the way, I didn’t have a clear idea for what I was going to do with him.
So as I was working with the idea of Dominus Infernus in my head when it was still just Ex Inferno, which means ‘From Hell’ in Latin, I was thinking about Diablo 2 – which is a game I remember fondly and part of why I am making DI. I wanted a character that would be the antagonist and I wanted Hell to be a central part of the story, so I decided to dig up my gargoyle and see if I could turn him into a Demon.
His armor isn’t filled with skulls and bones, because that’s not his backstory, m vision for him is not a grime version of the lord of hell, but rather that of a fallen hero.