Crime, trees, mushroom scenes
I made a good chunk of progress on the crime systems this week. Actions that the player takes, stealing, attacking an NPC, pickpocketing, can now update the crime tracker system. This will keep track of the player's current bounty with a faction, if a faction is hostile to the player, and how long that faction will stay hostile to the player. This is going to do a whole bunch of heavy lifting and tie in heavily to the perception system (when an NPC sees or hears the player they'll check this info to see how to react). For instance, in a previous update I added the ability for shop keepers to call the guards if they saw the player stealing from them. A guard would then spawn inside of the shop by the door. But then as soon as the player left the shop then no one was chasing the player. This bounty system will allow for guards, that didn't see the crime committed, to then react to the player "Wait I know you...weren't you the one stealing from Beldon?" There's still a bunch of stuff to tie together, script hooks to put everywhere, and dialogue trees to write. But it's still a good chunk of progress.
And trees. I've been meaning to polish off those twisty trees on the road north of Redtree for forever at this point and I finally started in on those. I'm splitting the roots off into their own placeable mesh so I have a bit more control of how and where those will poke out of the ground. I've condensed the multiple tree variants down to the same set of textures and I've reduced the overall texture count. Now I need to make the LODs and add back in the leaf canopy. But they should be cheaper on the overall scene and they won't be placeholders anymore!
Last but not least... mushroom scene animations! (Sorry about the screenshot! The imp screen grab last week, even though it was lambert gray and she had her outfit on, still got flagged. So this time I'm leaving in the control handles and cropping the image even harder!) But yeah, I'm chipping away at the shroom scene animations and I'm hoping to get at least a basic scene in for the next build!
