Studio-notes 3-11-23

Big leap forward today- passing through a door in grotto gives it a color marking of its connecting room, letting you know what path you’ve taken. The maze is still disorienting, there are no cardinal directions in the map view, but you leave a breadcrumb trail as you traverse it.

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studio notes 2-27-23

Some small updates to Grotto- keys are no longer single-use, but rather have a chance to break on use, like shields and brushes. Shield bashing- you can attempt to shield bash locked doors now, but this has affected regular character shield bashing and will need to be revisited. Added incense animation.

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Studio Notes 2-23-23

the node app I made to check the grotto api and send mqtt (mosquitto) messages to things like lights and the doorknob controller is working, which is huge.

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studio notes 2-22-23

Genealogy breakthrough today- was able to fix a wrong name and add one generation prior to the earliest Fridel family member on record as well as a few additional people in other families. This means another version of the GEDCOM file, which is kind of a hassle at this point, because a new GEDCOM file totally rebuilds the game maze and I need to make sure that the cenotaph activation and relic csv’s all have all correct person names.

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studio notes 2-16-23

Some changes to Grotto from Saturday that I’m just now documenting here- Added the body parts UI area and changed the item interaction pattern- body part items can be equipped, all items in either section have a ‘x’ button that will drop them in the current room.

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studio notes 2-7-23

The cheapo usb 5.1 audio interface I got only does surround sound through a bunch of 3.5 mm analog plugs, and the surround speakers at the lab are digital only (the interface has optical out but it only carries stereo).

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