I put a bullet in the old pawns code. New pawns are in! …kind of.
(I spent way too much time getting the drop animation just right.)
I put a bullet in the old pawns code. New pawns are in! …kind of.
(I spent way too much time getting the drop animation just right.)
I’ve got a simple character generator up and running, and I’ve created some more textures and geometry to inject some variety. I haven’t gotten around to modeling hair pieces yet, so that’s next on my list.
I predict that hair will be the most impactful part of the character pawn, so I plan to create a lot of combinable pieces.
I revisited some of the earliest code I wrote for this, because it’s been getting more and more outdated, specifically how the building mesh is generated. All of the wallpaper and floor materials were hard-coded and now all of that that has been formalized.
In the beginning I imagined the player placing down individual bedrooms and other rooms of specific types, building their brothel up from scratch. I’ve since scrapped that idea and instead the player will purchase pre-built buildings and instead furnish rooms to indicate their use, i.e. place a bed within an empty room and it becomes a bedroom. This meant I had to rewire a bunch of the room logic.
I also took the opportunity to create a few building layouts to test the system.
I’ve also done some profiling and improved the performance of the user interface since it was feeling a bit sluggish. Sadly that effort is hard to convey in screenshots.
Another screenshot, taken more recently.