
Next up
-Developed basic universal button/switch functionality.
When the red button is pressed, it interacts with the light (or anything else) in various ways, depending on what is desired.
-Output/Input interface for map/level designers.
Made with the intent to speed-up map/level design by avoiding scripting entirely.
Doing a lil something
ricochet
woohoo
-Ent_Switch tweaked and made more level designer friendly.
Added a complex version of the switch for more flexibility.
Basic tool tips and explanations added.
-LookAt entity added
Determines if the player is looking at it or not.
Calls outputs based on that.
-Basic trigger_wall and func_move
Triggers can call functions within script objects. In this case they turn on/off the light.
Func_move is activated by a button after which it goes a certain distance in a certain direction.
Currently both are very basic.
-Ent_Switch is finished!
Depending on the state (0,1,2... n) of the red switch it turns on different lights.
It can interact with other objects and their functions in the same manner, making this a universal switch.
Here's a peaceful little forest scene for this #screenshotsaturday, from the beginning of the game.
Runestones: from concept to in-game model🗿











0 comments