WIP - some of you might recognize the bright magenta of missing textures!
It’s Friday, so it’s time to turn on your favourite music, loud, and kick back. But take it easy, you don’t want to piss anyone off. The time spent locked up over the past year and half has made us all that little bit more aware of indoor effects.
What are they, I hear you ask? An area of effect (AOE) is a system that allows for certain effects to be connected to objects in the gameworld - based on their location inside a building. To begin with we have it so that if a certain activity is carried out, it will affect the area around the object. Any activity can be given an extra line, the sexy SpawnEffectEmitter, this means an effect will be spat out and ensures the world will never be the same again.
What are you talking about, I still hear you ask.
Let’s go with an example. The Seedling Dira has come home, it’s Friday evening, she goes straight to the jukebox and puts on her favourite tune. But her flatmates Phin and Uhor were trying to rest. The whole building is ‘affected’ by the loud music, its influence on the mood of Seedlings drafts out through the rooms, turning the mood sour for the others, making them stomp off, angry and annoyed.
For the moment we’re working on implementing two types of area effects: smells and noises. They currently leak out of rooms - as they tend to do in real life. We will in the future be implementing area effects specific to rooms (as some rooms definitely have their own, unique odour!) and building floors.