Ty for watching another random video of my game dev progress, I have a short video running around the to-be game map in its early stages with 1.9k ai handlers randomly placed for testing, below is a list of some of the stuff I've done aswell.
In the near future I would like to get the dialogue/quest system started after I finish up some other required data that will feed into it. I plan for dialogue to be fairly dynamic with ai forming their conversation topics together from a variety of sources telling the AI about current world states / things the player can do aswell as generic chit chat, and after a duration of elapsed time all of an AIs dialogue will shuffle to provide a reason for players to speak to the same AI in the future (minus any active quests they may have distributed to the player)
tl;dr of what else I've gotten done over Christmas
Setup AI brain logic for all non combat behaviors (idle/roam/object interaction/socialize with other ai/following/ guard posts)
Setup character & world serialization (character saves relevant variables like inventory base attributes gender hair style skin tone ect, world saves gather information from ai spawners/ gathering nodes/ misc interactables/ global world states)
Migrated some of the stalker clone project assets and modified for the new art style (from realistic to pixel style including the main heightmap/splatmaps & varied foliage suite of pine/spruce/beech/poplar/oak ect trees)
Modified a large number of character models to work with the character morph system and art style (only two are used atm with my test outfits)
Procedural gameplay effects attached to items based on config of allowed effects (phys/magic def/attack power/critical rate&dmg/block&parry/ability specific effects/ ect)
#UnrealEngine #RPG