New navigation system and player stats balancing
It’s been a bit of time since I last updated this blog, because I was also in the process of fixing bugs, but I figured it would be best to give an update regardless.
I’ve finally decided on a navigation system where the player has the ability to unlock new areas based on their energy levels, as seen in the video below:
In this video, we see the player unlocking new areas of the map after sleeping.
It was a bit tricky building this, because I first needed to build up a grid system in order to track cells on the map to know which ones were accessible and which ones weren’t. And in order to do that, I needed to build up a map.
Here you can see the full map, with the shaded parts being locked areas.
You can also see a bunch of objects being highlighted - this was mostly for debugging purposes. :D
Additionally, I also reworked the balance for the player stats of hunger, thirst, temperature, and energy. For example:
Temperature is adjusted to a realistic range: from -50 - +150 to 90 - 105 (in Fahrenheit, for now)
Temperature goes up and down with the time of day
When it gets too hot or cold, the player starts sweating or shivering, which then impacts thirst or energy.
Hunger, thirst, and energy are adjusted to more realistic levels after sleeping
Energy decreases as you move around, and increases as you stay still
There probably were a few other balancing decisions I made, but for now, those are the main ones that I’ve put down.
On a side note, it’s been quite difficult figuring out how to make a mini map - I probably spent about 3 hours trying to create one (and with a border around it!), before finally deciding to put it aside.
My general plan for now is to do what I can, and then ask other experts for help once I’m in a good spot.
Thanks for taking the time to read this blog post!