Inventory!
With the rapidly approaching implementation of our merchant NPC; Sigmund Giltfinger, we’ve had to overhaul our inventory system and it’s accompanying UI. Our Tech Lead/Programmer: Josh worked to make sure our system fit the flow of items and the playstyle we want for Lich’s Lair.
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Coding Role:
The inventory system is taking some time to make, but progress is coming along swimmingly. I have successfully created the base mechanics of both the inventory and merchant systems. Both have limited interaction, but you can purchase an item by dragging the item to your inventory slot and then destroying its shop item data on purchase.
The desired pixel shader we wanted for the final release now works! All it needed was a project downgrade as the current unity version reworked the shader coding API. With this pixel shader, the game can now have a nice pixelated look and bring out some more detail from the textures and materials.
I have been talking with the Music Lead about integrating the audio program Wwise into our project and has been successful.
Tech Lead Role:
I have cleaned up the GitHub repo a bit, due to the project downgrade. I also have been making sure to push the GitHub after every major change to prevent data losses.
Planned Work:
Continuation of the Inventory System, as it is a major mechanic and takes time to compile
Get Lich's Lair
Lich's Lair
Low poly, rogue-lite dungeon crawler
Status | In development |
Author | Mages Of Malice |
Genre | Adventure |
Tags | 3D, Dark, Fantasy, Pixel Art, Roguelite |
More posts
- The Bard Enters the Party!?Sep 18, 2023
- Returning Room ReviewSep 18, 2023
- 3D AdvancementSep 18, 2023
- Sigmund GiltfingerSep 18, 2023
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