New Armory
Loot in Adventure/RPG games is extremely important. It lets you see your progress at a glance as you continue to play, it gives you additional ways to tackle challenges with new abilities, it lets you to show off in multiplayer, and it gives you a sense of accomplishment when you look upon your spoils after a hard fought victory.
Currently, QuiVr's inventory management and collection systems don't do justice to this important aspect of the game. The existing mannequin can only show a single item of each type at a time, is unscalable for many items (having to switch items one at a time doesn't work if you have 20+ masks), and give you no sense of your collection progression.
This update brings the first part of a 3-Phase change to the inventory management/collection system to QuiVr.
The equipment station has been changed from a lone mannequin sitting in the middle of the courtyard to a dedicated Armory building. This serves two purposes. The first is to create a dedicated space to see and interact with your equipment. And the second is for performance. By creating a dedicated and separate space for the Armory, we can turn everything off when you are outside, and turn the outside off when you are inside the building, giving us a huge performance budget to work with (which we are going to use!).
Each player's armory is their own. It will start out bare, only showing a few small props and the items you start out with. As you continue playing and earning gear, the Armory will begin to fill up to match your inventory.
Each piece of gear that you earn will be displayed within the room, as well as other props and decorations when you reach certain thresholds. In multiplayer, multiple people can be in the Armory at the same time, but you will always see your own items and progress displayed within.
The other two phases are updating the item selection system (away from hitting arrows on UI around a mannequin) and how items are actually earned and presented to the player (which will be changed with the Event Tiles).
Other Changes/Fixes
- Fixed first time user gloves not working in tutorial
- Fixed teleporter placement in a few tiles intersecting rocks
- Fixed rock mesh colliders not matching visual
- Fixed end-of-game teleporters not working
- Fixed Game Progress orb disappearing on specific tiles
- Fixed spectator view going underground
- Please don't shoot the owl.