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Update the cutscene system to use pigs for the player to mount instead of allowing them to fly (survivial mode players would get kicked for flying)
Also did an internal change to restructure the database file to use kotlin coroutines instead of yielding the thread whenever a database action needed to be completed
Finally, added the other 6 spawn arenas for matchups on the warfare map
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Add the kit item to the hotbar while in game to allow using the ability (also add the skull for info purposes)
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Implemented the archer kit’s ability and kill effect. Also did a bunch of research on resource pack displays (can be found here) to display above your action bar what your current selected kit is.
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Make the kit selector work and create a system for managing these inventory UIs without sharing the same inventory with multiple people (oversights++)
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Start on the kit selector for the crumble minigame, as well as an internal system for creating itemstacks with left and right click actions to save myself a lot of hassle whenever I need to trigger some event off an item click
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Update the engine for team spawning. Also added the crumble specific stuff for map spawning.
This devlog took so long because I was trying to make a repeatable system for spawns instead of just passing it off to an abstract method. This is ridiculous because each game would have its own spawning rulesets instead of being consistent.
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Update the cutscene system to properly display the chat message, add the first step of the crumble cutscene, and add a world saver so I can actually save the maps without needing to do it manually
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Started on the cutscene system that plays before a game to explain rules and whatnot.
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Add a simple map loading system that uses kotlin coroutines to minimize latency
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Start the general game engine systems I’ll use to make the rest of the games
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Add a team assignment command and tweak the db structure a bit to make it so you can mark a player as not whitelisted while not deleting their data
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Get the project setup with a database and teams system
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