Mansion layout and some coding insight.


Work is still progressing on laying out the  map of the mansion it's self. During game play you wont see all of these rooms at once, only the current room you are occupying at the time. My biggest challenge has actually been trying to determine what should go in each room. I mean sure when you say one room is a Study or a Lounge, you come up with the most obvious choices but in some instances you might find an outlier such as the grand piano I have there.

Sadly there is a lot more less sexual related stuff to work than the bulk of the game that needs doing. During my next post I'll likely talk about the three initial girls, Mira, Heather and Sydney and talk about their significance in the game.

I have a little input from my coders as well who I've asked from time to time to add their input for people who are interested in the coding side of things of the game.
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From Astral the lead coder:
Up until this point, we have gotten the main locomotion code for each of the characters finished. The player and NPC base classes have a functional directional 8-way movement. This could be tweaked to work with XInput, allowing players to control the game using a controller. However, this is low on the priority list for the time being, but will likely be revisited in the future. 

Presently, I'm working on a system that allows faster loading of character assets that are stored on the disk. Utilizing some multithreading libraries, I'm able to quickly retrieve, reconstruct, and cache character assets to minimize load times. Doing things in this way will also ensure that the minimum system requirements will be quite low. 

Though, there are a couple hiccups. Notably a few non-returning loops that I'm sorting out. But once this is done, I'll be implementing a system to drive the AI of the characters in the game. No, it won't be anything like ChatGPT. Instead it will use a library of data, stored as a few floats, to create "personalities" for each of the characters. Making them more or less likely to perform certain actions. This could even be extended in the future to allow us to add or remove character specific actions. This in addition with an A* pathfinding algorithm, is what will drive our characters.
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From Kit our support coder:
My role has been minor but I've been working on the GUI. Right now the new assets are in place and nicely anchored to the screen on a control-based layer to make sure the game itself doesn't have to share rendering duty with the HUD. The dynamic elements are being wired up with signals so that anywhere in the game logic the relevant stats change, so will the UI. No bumps in the road on this one so I'll be able to hopefully help with more of the meat and potatoes going forward (or at least offload a little task here and there for Astral X3)

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