14012021
Another somewhat slow day. I wanted to finish up the inventory today completely – which was really just the audio – but I once again just felt incredibly tired so I didn’t get as much done as I’d hoped. Nonetheless, I was able to (mostly) accomplish the baseline for the rest of the audio work today, including finishing up all the mixing, and setting up the enter/exit audio for opening and closing the inventory. I also made a set of new animations for using containers, although I’ll definitely have to re-mix new audio tracks for them (shouldn’t be too bad, that kind of stuff is really just busywork). The animations and audio could probably also be reused for just checking the inventory out in the world in general, which is useful.
Lastly, I made a very minor adjustment that prevents the player from foraging and accessing container inventories if the pack isn’t equipped. It saves me a lot of trouble moving forward as I won’t have to segregate items stored in Avery’s harness “inventory” (which is really just a few fixed items) and the items stored in her pack based on carry weight and capacity. It also has the added benefit of incentivising the player to constantly keep track of their pack and bring it with them instead of just running around without it on. I think in turn, somewhere down the line, I’ll also try to come up with a few actions that can only be performed with the pack off. Right now, resting is one of them; I think having tool-based actions restricted to unencumbered movement might also be worth looking into. Hopefully these will result in interesting dynamics and tradeoffs rather than frustration…