Jon: For this week, I started off with code cleanup and getting the input overhaul functioning and then continued working on dual-wielding. Here’s the breakdown:
• Input overhaul now functional (pretty much nothing new on the surface, but a necessary improvement):
The primary purposes for this implementation was to have better support for stacked menus and easier support for adding different inputs, since we are still designing some of the controls. For menus, simply pressing the menu button (escape/gamepad start) should close each menu layer starting from the top. Previously, I was doing sort of a swapping system where nothing overlaid but traded places. This was much more tedious and inputs would carry out of menus if not delayed, for example attacking after clicking a ‘done’ button.
-Fixed bug as a result:
-When looting containers the correct menu is selected at first (loot inventory). Previously, the first time opening the menu would always fail and select your own inventory menu. It was a minor inconvenience that would start to become more of a nuisance the more sessions you’d play.
• Dual-wielding progress:
-Finally setup equipping of only one item per hand.
-While wielding a 2-handed weapon, you cannot use items equipped in the opposite hand. The other item will be considered idle or hidden, although it can easily be used by swapping the 2-handed weapon to a one-handed weapon or nothing. An example of this in action would be a shield placed on your back.
-For feedback, item slots with an idle/hidden item will be shaded darker to let you know that although it may be equipped, it is currently unusable.
• Andrew’s progress on the Town entrance:
• Misc improvements & bug fixes:
-New NPCs now have a chance to be lefty.
-Opening & closing books now plays open/close sounds correctly.
-Console now returns to the previous timescale the game was running at when closed. When the game is paused, with F8, entering and exiting the console will keep the game paused.
-Player ragdoll camera pop seems to be fixed. Before, a player recovering from ragdoll would cause a single frame camera pop sometimes.
Until next time.