Refine bed interaction and restrict player input during cutscenes

  • Implement isBusy flag for Bed to prevent multiple interactions.
  • Extend bed animation duration and hide UI/HUD during sequence.
  • Disable player movement, rotation, and triggers when camera is detached.
  • Add getCam getter to Scene class.
  • Update world and player assets and add new wood floor textures.

I played with mobs a bit, luring them into the corridors, and because they are just moving straight to the player and not aware of the level geometry, they got stuck in the corners. I designed the final boss fight area to be open, so they would not get stuck, but I don’t think that is scalable. I probably need to integrate some navmesh solution. AI suggested to use Recast Navigation: https://github.com/recastnavigation/recastnavigation.

Put textures on the walls of the respawn area; it gives such a great feel. Amazing how much adding just a concrete texture adds to the game feel. Trying to figure out what to put on the floor. I don’t think carpet or hardwood is a good choice, but what other type of floor do we have? Maybe tile flooring?

I thought about the way I can implement cooking navmeshes and I think adding to Chef is the wrong way. It would require creating more and more sub-libraries and moving away from a monolithic structure. I feel the monolithic approach is better for this project. It should be implemented similarly to how I did the game and scene editor modes: one binary with three modes (game, scene editor, and chef). But I’ll do that later; today I’ll just work on level design.

For the floor in the respawn area, I went with red wood. It actually matches well with the baseboard.

I felt the go to bed animation cycle should be a bit longer, so I extended it. I also fixed a few things so the player can’t move or look around while the animation is playing, and hid the UI to keep it immersive.

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