09092020
Finally got back to working in-engine. I implemented the exterior of the outpost, including foliage in every room except one (still have to figure out how to handle the transition from the road to the standard ground). This involved reordering the rooms a bit: I had to shift the entire region of the observatory down two cells to make it conform to the dimensions of the map, which I’m beginning to realise more and more is becoming something of a handicap rather than an aid.
I also created the transition door for large interiors, which functions more or less identically to the teleporter object, just with an added interaction prompt first. As part of this, I sped up the fade-in/out effect when moving between rooms by 200%; it feels a good deal smoother now, which is both good and not-so-good depending on what I’m going for with the final feel of the game. I’m gonna stick with it a bit and see how I feel moving forward. The interior space – which I’ve decided for now is going to be one single continuous space, about 720×720 or so – is completely unplanned right now but the transition definitely works and, as far as I can tell, the dither pans smoothly with the camera, which was the major issue before that prevented me from creating rooms larger than 480×480. I’m gonna start working on the interior layout tomorrow and see if I can get all the walls done by then. Windows are gonna be tricky because of the altered world space but I suppose we’ll get to that when we get to it…