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03012020

Got some more work done on the structure of the outpost and more or less completed the basic foundations and layering for the walls. Doors are still a bit of an issue currently due to the incredibly stupid and rigid way I set them up earlier, but once I’m finished writing this log I’ll go back and give them another shot. While I was laying out the foundations I was able to revisit and improve a number of other seemingly minor (but actually pretty significant) issues, the biggest being 

  • + the visibility of particle effects while indoors: previously they’d show over the entire scene because the depth sorting was, well, completely nonexistent, but now all particle effects cut off appropriately when indoors but are still visible from windows and doorways
  • + how being indoors is checked: previously, I used collision with the roof overlay as the primary means of checking whether the player was indoors but now it’s switched to a much more flexible tile-based solution which grants me a lot more specificity 
  • + doors now come in two varieties, interior ones and exterior ones, which differ in shadowcasting behaviour 

The Steam store page also finally got approved tonight so I’ll be launching it tomorrow with #screenshotsaturday. Hopefully that’ll drive a bit more traffic to the Kickstarter, which has really slowed down today…

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