droptopgames Posted May 9, 2015 Report Share Posted May 9, 2015 Hello All 1 = As previously mentioned, I was looking at using a collider trigger to do music & lighting effects based on the area the player has just walked into. Once again I've hit a nice roadblock that I'd love to see adressed. Currently if i walk from zone A -> B and there is some lighting changes i am doing this chop in chop out, but as we discovered when we try to transition between two zones by fading between the two its a lot harder, and since this would affect the day / night system I was wondering whether anyone has some clever work arounds or whether there is some feature that I might be looking toward. 2 = Quests triggered by an event such as entering a portal, by trigger plate (already previously discussed in support forum) or by calendar schedule such as holidays etc. << see wow 3 = Guild system have the ability to have its own NPC quest trees tied into guild points somehow (yes even we are still working that one out) 4 = Translucent GUI can be clicked through, even in the atavism demo if I have the inventory open, sometimes you can click right through to objects underneath. A more separated GUI overlay layer maybe neccessary ? 5 = We added a loading screen to try deal to the terrain loading in the background & objects being populated from the server before the player can move, would be nice to have a 'objects loaded' client event so I can load and unload the loading screen once its done on enter world 6 = Currently we have Login => Character Scene => World. I managed to get it so my music doesn't restart when switching from scene to scene but I also noticed that if I have sound effects just playing as the scene changes it gets stuck in the 'loop' mode during the scene swap, again this might just be number 5 again where i can just call objects loaded event and then stop all sounds. 7 = Current inventory is one bag. Can I have bag slots based on the bag type? I tried to figure this one out; I'm pretty sure its hard coded but I just haven't had time to worry about ongui stuff since it was said we could swap it out for ngui and then everytime I tried it either didn't work or the ngui version wasn't updated yet ... << sad life 8 = The terrible twos - UMA vs FBX vs landscape blending, I tried this out and the whole system just went spastic, when a player moved it kept switching between blended and non-blended, when I update health etc the UI flashes ... something i did wrong or another alpha feature ? WHAT I MEAN : I'm blending the edges of the models with the landscape based on the LAYER. 9 = Objects need to be faded in when spawning, I assumed eventually this might be done but just in case where exactly does one find the entry for spawned items, mobs is obviously in the mob/character controller. Quote Link to comment Share on other sites More sharing options...
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