This content originally appeared on DEV Community and was authored by Maiu
Hello,
This week I spent mostly on thinking about future gameplay. I did several tests and prototypes, I know much more then before and I gain some knowledge about limitations and problems which gameplay related stuff brings into the game.
From the stuff that is visible I managed to improve targeting marking. I added new target mark under the mesh and outline around it.
Recently I had some problems and most of the area of the meshes didn't triggered cursorOver/cursorPick events, it was occurring for random entities and i didn't manage to replicate it in the babylonjs playground. To not spend to much time on this problem which might be related to the mesh itself I fixed it with a hack. Each entity has assigned cylinder which is user for picking and it works quite good :)
I made first steps into abilities. Since now each class has 2 abilities, which are fetched from the server with all related data: icons, descriptions, animations names etc... Also there's tooltip with spell description - again i didn't manage to make tooltip showing next to the icon so i picked ad hoc solution and it's displayed in the middle of the screen.
The last thing which I added are tabs in the settings panel.
Last 3 days i spent on rewriting player controller system , adding key bindings and handling user inputs with some more structured way. I broke movement and combat and for now it's not working :p. I hope this version(4th or 5th one) which I'm working on will be final and soon I'll be able to continue working on the abilities.
This content originally appeared on DEV Community and was authored by Maiu
Maiu | Sciencx (2024-07-06T21:24:42+00:00) JavaScript MMORPG – Maiu Online – #babylonjs – Ep: 26 Abilities definitions and new targeting marks. Retrieved from https://www.scien.cx/2024/07/06/javascript-mmorpg-maiu-online-babylonjs-ep-26-abilities-definitions-and-new-targeting-marks/
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