The home base has been upgraded! New spawn point, a graveyard where you respawn on death, and a bank/stash to keep your items.
The 'adventure' loop works now. You leave the base at the gates and get spawned into the wild. To return home, find a campfire and rest there.
It's time to get a quest system in the game. The first UI prototype has been in the game for a while but never had a proper code backend, so that was first up.
Next was adapting the basic structure of a dialogue system into a fully functioning and interactive user interface. This is also the core of many features (i.e. talking to NPC's, shops, trading, etc) so the early work here paid off well. The actual dialogue window is very similar to other games and isn't quite what i'm going for but it works for now. Will likely end up with something similar to OSRS with a rectangle dialogue box and shorter conversations. Not many people read those long text blocks anyway.
An essential part of any open world game, we finally have a first rough draft of a world map and a minimap.
The minimap is fully functional, albeit barebones and without any extra markers, but the map is still a static image and you can't zoom or pan yet.
First pass at portraits. A little indicator of your character in the corner of the screen.
Seems to give a bit of life to the user interface.
Technically it's quite nice. It's a dynamic realtime system and captures your character and renders to a texture. No fake stuff going on. You can see the different stages of development in the images.
It's a little tiring not being able to see NPC health when testing combat so thought it'd be a good time to make some simple health bars
Food helps regenerate health after combat.
In this system, you have 3 food slots, similar to Valheim. Every type of food offers different characteristics.