Wednesday, October 30, 2013

The Constants of Change

Another busy level editing day.

The BezierPathComponent thing is working out decently well.  Travelling along the path and allowing starting/stopping at specific endpoints is doing it's thing, and being able to specify a speed along the curve, rather than relying on spacing the points consistently, is very nice.

It's actually kind of nice to be able to actually play basically the entire level with nav points and dialog now.  :)  The only things not really working are the opening camera pan and the small puzzle right at the end.

The opening camera pan... well, I need to get a better method for animating the camera.  I partially wonder if it would be worth getting animation export working from Blender so I can just animate a scene there and replay it in-game...but that seems a bit excessive at the moment.

The puzzle at the end presented some more troubles.  I basically just want to player to arrange a bunch of objects into the correct sequence.  The arrangement part isn't too hard, but when I went to make a test model for it, I realized that I want to be able to modify certain shader constants to be able to change the colors of certain meshes at runtime.  Unfortunately, my shader pipeline was not exactly set up to support this, so I dove back into the asset compiler again to make that work.  The shader generation is fixed, but I still need to deal with the runtime side of it.


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