Jon: Hello, here we go!
This past week I started working on the varying block effectivenesses based on the used item, for blocking. Some notables:
- Every shield and weapon has a block effectiveness rating, which will reduce the received Stamina damage when blocking an attack. Shields are generally the most effective.
- A character’s Strength now adds onto the Stamina damage they’ll inflict on a blocking opponent, however the opponent’s Strength will also counteract this.
- Certain items, such as weapons, may not block 100% damage of a particular damage type (e.g. fire) even with a successful block. Imagine holding your dagger out in front of you for defense as a dragon breathes fire upon you… Probably wouldn’t do much.
Reworked the crate’s textures and made a couple of bowls.
The overhauled audio manager is nearly complete, for the public demo anyway. Here are some of the new features:
- Players can enter different reverb zones causing sound effects emitted nearby them to possess the reverb of the zone they’re in. Previously, only one reverb zone was possible at a time for all players.
- Ability to crossfade music tracks. We’ve setup a music crossfade in the Town when near the Tavern.
- As stated in an earlier post, all local player’s vocals and footsteps can be heard even if they’re quite a distance away from Player 1.
Unity Tip: I noticed when coding music fading between scene loads that I was using Time.unscaledDeltaTime and there would still be a noticeable pop, probably due to a frame hitch on load. Switching to Time.realtimeSinceStartup seems to be much smoother. I would recommend using the realtimeSinceStartup for any interpolation between scene transitions.
Bug Fixes & Misc Improvements
- Added a grass particle when striking grassy surfaces.
- Tavern progress: Chandelier supports and rafters.
- Reworked equipment positioning system: now different characters, like male and female, can have different equipment placements, helping with appearance and reducing clipping.
- Reworked female tunic to look better.
- Traveling to a new scene with a box in hand, or any heftable, will correctly clean up the hefting status. Previously, you’d still play the hefting animations in the new scene, even though the object was removed.
- Added more battlements to some town walls.
- As mentioned earlier to test out music crossfading, we added tavern music when near the tavern.
- Added console command ‘condition popups’ to see number popups for any item condition damage.
Have a great weekend. 🙂