That comment sent me down quite a rabbit hole.
Disclaimer: I recorded that at 1am, have not personally watched it myself, and cannot vouch for what that man will say.
Update 7/21
I expanded the double jump code. Now a master can cast an enhancement on their legs to make them have just the base enhanced jump, just the double jump, or both. Servants always have access to both the enhanced and double jump.
I also am working on differentiating the masters using equipment, skills and spells. I will have to finish the spell trees for the magecraft systems before they all have spells that reflect their abilities, but I'll rough some in for the moment.
- I always knew that you could make an enhanced jump via animations, but I wanted to figure out a scripting solution. In addition to an enhanced jump, I now also have a double jump function. It's still really rough, but I think it looks fine.
- I then did a quick block out for the scene of the Emiya mansion to test the jump mechanics in.
- That then made me want to add a settings submenu to get rid of those those three unlabeled, oft-mixed up, check boxes I've been using since day one, to help me test the scene more quickly.
- Then after adding a proper settings menu, I just had to make settings! So now I have setting options for god-mode, infinite-mana, no-masters, no-servants, all of which are working 100%, and started to expand to more experimental and finicky features such as visible enemy health bars.
- Seeing as I now had infinite mana, I might as well take that prototyped hud element that said "Mana Cur / Max" and make a proper mana gauge underneath the Player health bar.
- And now I'm writing this all here for you to read.
Disclaimer: I recorded that at 1am, have not personally watched it myself, and cannot vouch for what that man will say.
Update 7/21
I expanded the double jump code. Now a master can cast an enhancement on their legs to make them have just the base enhanced jump, just the double jump, or both. Servants always have access to both the enhanced and double jump.
I also am working on differentiating the masters using equipment, skills and spells. I will have to finish the spell trees for the magecraft systems before they all have spells that reflect their abilities, but I'll rough some in for the moment.
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