Reeve's house and more crime logic
A little before and after shot of the Reeve's house. The top is the old placeholder mesh and the bottom is the current work in progress. There's still 2 wings that are going to wrap around the sides and a few scale issues I'm going to clean up. Then I've got to add materials to the roof and windows and finish up all the stone textures. But, wow, I didn't realize how many tiny bits there are on a building like this. I've simplified things a lot here too and just, on the reference nearly every window, every pillar, just some new random greebly bit. The poor architects that worked on this thing IRL. lol.
But once the two wings and the textures are done I'll need to start on some fancy landscaping and shrubs and stuff.
More Crime Stuff!
I think this was the last of the logic. When the player gets arrested it sets a flag. That flag is cleared if the player serves out their jail time or if they can persuade a guard to let them go early. If the player picks the lock on their cell door and tries to escape that's considered a crime. The player's current bounty will be increased and the amount of time they'll need to serve will also increase.
I also added the logic when dealing with the cell door if the player has been arrested vs. they're just walking around by the jail cells. If they've been arrested there will be an option to yell for the guards and open a dialogue scene.
I still need to do a bunch of testing and I'm sure there will be a bunch of bugs and edge cases at first. I also need to finish writing the "persuasion" scenes if the player is trying to talk their way out of jail.
