The next semester is well on its way, and development has resumed. Over the winter break, Unity released a new version, so we upgraded our project to 5.5.1. This new version caused some slight repository issues with Visual Studio 2015 Tools for Unity, but we got them resolved.
Onboarding our new members took quite a bit of time. We needed to explain the process of how the entire project is setup along with how it functions. This was a good chance to update our readme with (more) up-to-date information about tool installation, script execution order, and repository configuration.
Much of the last few weeks has been spent fixing bugs and improving code. On fresh clones of the project, models were being imported incorrectly due to a script that was not completely tested before it was pushed at the end of last semester. This script ended up also impacting the water reflection/refraction, which ended up reflecting incorrectly.
We fixed many inconsistencies between the client and server projects. For example, our crafting station did not have a collider on the server. There were also a handful of old prefabs and assets that were no longer in use.
New Features
Day/Night Cycle
We have finally gotten around to implementing a day/night cycle. The sun rises and sets while the stars rotate during the night. Our ambient lighting can still use some tweaking, but
Drop System
A drop system has been implemented to randomize items that may drop from enemies that die. Stats on these weapons can be standard or “modded” prior to being dropped.
Other
Due to our previous outline shader not working at all, we have replaced it with a new one that looks much spiffier. We have also add the much coveted player names above each model (Horray! Now we know who is who). Nodes now also have a flag that allows them to spawn properly oriented to the normal of a surface.
We have begun implementing a new message display system for information from the server. This includes things like pickup notifications and such.
Movement has been updated so the player slides down and cannot jump up steep slopes.
After discussing the world event system, the base has currently been added. A new clock UI is currently being created which will replace the old fading icon. This system will allow for event firing to be synced to a time (tick).