State of inventory and clothing - 9/3/23


It's been a few days since the last update. Mostly I've been working with little free time. I have however managed to do some stuff.

The Inventory

First up, the inventory is more or less working. There's a few bugs I'm working through, but they are more clothing related than inventory related. The new inventory system includes a customisable hotbar as well as clothing slots.


If you have clothing on your hotbar and use it, it will equip it and swap out whatever was already in there.


And there's the clothing. The left hand slots are for clothing. The plan is to eventually upgrade that into something a bit nicer looking, and there will need to be some modifications for the male version/


Clothing is now back in the game. That took a long time with all kinds of skeleton issues that resulted in reassigning every animation to new skeletal rigs several times over. Not fun.


The main advantages of the new inventory is that items and clothes can now co-exist in the same inventory. It's also set up a container system which will feed in to pickups, enemy loot drops and shops. The other big improvement is clothes can now be assigned in the character builder as well and be properly spawned, added to inventory and removed as needed.

Then I added in a new damage system for the clothes. Sort of works the same as the lsat version, but needed big rewrites to work with the new clothing stuff. Then also put back in the clothing exploding when destroyed. The new system actually removes the clothes from the player and inventory when destroyed. In the last version, it would come off the player, but the broken item would stay in the inventory until you re-equip it, then it would explode and finally vanish. It just works this time.


Bugs

For starters, jumping animations were wrong. Then there was an issue with walking being slow to start. Turned out I'd accidentally missed out the walking animation from the movement blendspace and put an idle in it's spot.

Then there was panties just vanishing at half health. That was an easy fix. Clothing usually has L1-3 damage meshes assigned, so 100% - 67% is L1, L2 is 66% - 34% and L3 is 33%-1%. At 0 the clothing is lost. Panties and bras for some reason only have an L1 damage mesh, but without an L2 and L3 assigned, it would just remove them. So L1 mesh went into all 3 slots to fix it.

Problems

Finally, the problems I am currently working on.

Clothing shows up and saves from character creator to gameplay, but fails to save and usually places it in the inventory but not equipped like it should be. This has now progressed to clothing being lost on load.

Inventory seems broken on first game start.

Freecam never re-enables after the first sex or struggle event.

Struggle auto-succeeds after the first one.

Sexual preference isn't saving right and always defaults back to Male.

Next Steps

Once I've got rid of these current bugs, the next set of things in my sights are finishing off things enough to start getting gameplay back in. On the docket right now are:

  • Pause menu
  • Record player location for reloading
  • Item Pickups
  • Randomiser for enemies
  • NPCs
  • NPC clothing
  • Dialog system

Finally

I really want to get this rewrite done and dusted. It's taken way longer than intended, mostly due to time constraints, but also because the rewrite was originally going to be redoing the core functionality and layering the old mechanics over it. In reality, nearly everything is getting a a polish as it goes in, and the core updates are so big that functionality imported straight in no longer works without rewriting it to run on the new core. I want to move on to the Phase 2 stuff, but first is the rewrite completion.

Some other stuff

Ironically, some of the stuff that is getting updated to fit into the new core system are items that were planned for phase 2. Even better, once the rewrite is done, it will have also ticked off a third of the list for a Steam Early Access release. Work on that is slated for between Phase 2 and 3, but at this rate, a lot will be done before I even get there!

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