Dev Log #2 Production


Over the recent weeks, my primary focus has been on the development of key systems within our game project, specifically the character movement, interaction, and inspection systems. The movement system I've designed allows players to navigate the game environment smoothly, ensuring that character animations operate without glitches for an immersive experience. The interaction system, on the other hand, necessitates that players press designated buttons to interact with objects when in proximity, offering a dynamic way to engage with the game world. Designers have the flexibility to determine the outcomes of these interactions, enriching the gameplay with varied consequences and rewards.

Additionally, the inspection system introduces an interactive layer by enabling players to pick up and closely examine certain objects within the game. This feature not only adds depth to the gameplay but also enhances the narrative by allowing players to uncover details and lore embedded within these objects.

Beyond my coding responsibilities, I've also taken on the role of creating a test scenario in collaboration with Zimu Chen. This scenario is crafted to provide players with a concrete set of missions to engage with, allowing for thorough testing of the systems I've developed. In the demonstration video, you'll notice several tasks displayed on the upper left corner, designed to guide the player through the gameplay. As tasks are completed, their status is updated, offering real-time feedback and a sense of progression

[Video on slate]

Comments

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wow making an interaction system is really cool and seeing how you describe it and from what I have seen is its key to the main gameplay of the game your group is making. Interaction systems are always fun to make until it breaks in someway good luck for the upcoming playtest

The creation of interactable objects is at the heart of this game. This is not only a challenge for our art team members, but also a lot of pressure on your programming work. In particular, interactable objects are not just about the player interacting with objects in the scene, but also with collectible objects in the inventory. These are tasks that require a lot of time. Hopefully we have enough time.

Hey Rui!

It seems like you had a busy few weeks with designing the many systems that you listed, I'm really curious about how these systems work in your project, especially the inspection system. Also, I noticed you uploaded a video on slate so I'll be checking it out!