posted in Projects Of Some Degree Of Interest

Last week was another modelling one, although there were some coding to be made in the last 2 days.

Basically, I've continued the implementation of the pawnshop.

Also, I had time to add a new room.

The Pawnshop

Although already functional, the pawnshop still needed some details props here and there.

Here's a bunch of pictures showing the (almost) final version:

As of now, the pawnshop's stock mainly consist of either prop from previously added rooms or even models of previous blender scene that went nowhere (take it as recycling I guess)

I also want to point out that the cash register is modelled after classical mechanical cash registers like these ones:

There are also various guitars hanged on the back wall...

Here's the actual reference I've used for the whole room:

There's still the lighting to take care of...

Also, keep in mind that I want to add more props from other rooms in the shop. So I still need to keep on moving along and get back to it when new props were added in the game.

The Casino

There's also a whole new room: the casino.

This room acts like a giant slot machine for stats. Like traditional slots machines, the player simply pulls its lever to stop the currently active slot.

There are 3 slots: one that states which stats the bonus applies, another one stating whenever it's actually positive or negative and finally the actual bonus amount.

I won't lie: I kinda wanted to mimic Mario Party's mythical Chance Time.

For those who aren't familiar, Chance Time was an event in the Mario Party games in which two players are forced to give/exchange specific items between each other. The player involved and the actual items are given by a slot machine-ish process.

Here's a compilation of Chance Time events:

As for the casino, I'm not quite sure whenever the player needs to buy in before the slots start spinning.

What I'm sure of is that this process is only once per casino and that the bonus/malus is permanent.

Also, the room is not fully decorated nor is lighted, but as of right now the main goal is to debug the actual slot mechanic.

Next week

Like before, next week is going to be room-centric again.

There are also bugs with those slots that need to be fixed. They don't always line up correctly and sometimes even decides to give the player a completely different outcome.

Once most rooms are either fully or partially implemented, then maybe the next step would be to either fix animations or complete AIs.

Afterwards, we still need capacities and relics... Some code refactoring wouldn't hurt either.