03062021
Finally, some work done. Started by building some vegetation around the eastern border of the map to smooth out the transition, and implemented a hard wall artificially preventing the player from progressing in that direction (I tried for a bit to come up with a more elegant solution, but I couldn’t come up with anything). As part of this process, I ended up fixing a rather long-standing bug that prevented collisions with collision meshes from properly displaying messages indicating the kind of collision.
I also mixed some new audio for vomiting and drinking from the canteen. Both sound significantly better as well. As part of the canteen update, I also re-implemented the canteen icon that displays when drinking. Lastly, I added a very subtle sloshing sound that’s tied to the canteen’s contents. Supposedly, it gets slightly louder the more water Avery is carrying (which isn’t exactly realistic, but I can’t be bothered to record any more water tracks for each interval of volume), but I’ll have to continue to mess with it to see how it works in different soundscapes.
I spent all afternoon working with Jacob trying to figure out how to use UE4. Honestly though, I think I’m either too stupid or too impatient (or probably both) for that shit. Whatever I’d be able to achieve in it, I think I’d be able to come up with a more elegant solution much, much faster in GameMaker. It was worth a try though.