Another screenshot from work in progress game. I tore up and redid a lot of it since the prior screenshots (Work in progress: RPG after taking four-course sequence - #2 by daberny) (I do that a lot…I’d have trouble working for a boss who wants efficiency). Again, am mostly going on my own but roughly have implemented the work of Core Combat, Inventory, and Dialog/Quests courses (having followed all four courses a couple years ago) though some features of those courses are still in progress. I also got ideas from outside sources (e.g. this guy’s YouTube channel: https://www.youtube.com/@ShapedByRainStudios/videos).
Sometime later I’ll put out a video. What you can’t see is the dog acts “doggish” (follows player and when idle, it whines, howls, barks, does its business (I left out the particle effects provided; thought that might be TOO real), scratches, and other things) and helps you fight enemies, it starts out daytime and slowly fades to night and all the torches, campfires, etc. are “on at dusk”…strange magic photosensor technology for fires I guess. Also there is “adaptive music” of sorts: fade out and into new audio clip for combat or moving to a new area in the same level. I use the state machine (maybe with some minor changes) I mentioned in a prior post (A finite state machine. I've found various versions of this useful in the past).
