Spot and point lights can be created, and a color and range can be specified. Also, the inner and outer cones for the spot lights can be set. I am curious why there is no "power" or "intensity" setting for lights in DBPro, but I will have to rely on shaders later for this.
The trigger screen is for setting up invisible collision boxes that will trigger a script in-game, shown as ghosted red objects in the editor. The size along each dimension can be set, and the name of the script run by colliding with this box can be entered. The only other thing I wish to do here is supply a list of common scripts to choose from in addition to entering a custom script name.
This leaves only three screens left to do.
-Screen 4 for Static, Character, and Terrain objects - setting up Newton
-Screen 4 for Light objects - setting up light zones. DirectX only supports 8 lights to be rendered at any one time, and since light 0 is the default ambient and light 1 will be the directional sun light, this leaves only 6 user-created lights to be drawn. Since most levels will have more than 6 torches, for example, the user will set up zones, similar to trigger boxes, in which the light will be drawn if the player steps into the zone. This way, up to 6 light zones can be intersecting at any point, but a much higher number (currently 40) can be saved to the level data.
-Screen 5 for Character objects - setting up a character's level, AI type(soldier, archer, royalty, etc), which item is dropped by the character upon its death, and combat traits such as attack strength, defense, or ranged accuracy.
I have also been thinking quite a bit about the plot and setting of Primanon, and have decided to make it a space RPG rather than medieval. I had originally planned, among other plot twists, to end "chapter one" with a mysterious crystal crashing into the player's castle, and the screen fading to black. In the sequel, it would turn out this crystal had transported the player, his dragon, and other characters to the distant future, and the player would set off on an interplanetary adventure. However, as science fiction is a more interesting subject than the dark ages, it seems much easier to come up with ideas for futuristic things, rather than being restricted with an obligation for historical accuracy in a medieval setting. So I have decided to just begin in the future, with a few minor plot changes. Most of the changes would be in setting, and allowing the player to visit different worlds and meet alien races, rather than exploring the world on foot or horseback and meeting overdone dwarf-orc-elf-genericmonster races. This will also require much more 3D media and animations, allowing me to develop my abilities more fully and perhaps showcase a cutscene or two in a future demo reel.:)
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