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26082019

Changing the process of accessing the pack a bit: created a new animation for opening it, and changed the access behaviour so that when Avery’s standing in front of the bag, she picks it up, and when she’s standing behind it, she opens it. The animation itself could use some work and is a bit off in terms of the alignment, but that’s something I can work on later down the line. I’m also testing a dynamic zoom function for certain actions, starting with the pack; hopefully I can get the zoom actually working properly and not looking like shit…

I’m also thinking about moving the game to revolve around a single action button instead of having multiple. What this looks like in practice is having WASD (and maybe the arrow keys, although probably not) to move, and then a single key – for now, F, but I’ll probably add more / change it later on – is used for virtually all player interactions within the environment. What that means is that actions will either be analogue (via the interaction key) or through a menu, which uses the movement (WASD) keys + the interaction key. I probably articulated all of this in a very unnecessarily complicated and drawn-out manner but it makes a lot more sense in execution. We’ll see.

+ New animation for opening pack
? Pack access behaviour changed relative to player’s position
? Added sound effects for picking up and dropping the pack
? Removed all button prompts (ie, “[F]”) in interaction text for cleaner experience
? Removed B as pack key, switched picking up / dropping the pack to the character menu instead

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