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30032020

Worked on a “new” – in reality, it’s mostly just a composite – animation for Avery opening her bag without fully taking it off (allowing the player to ideally access the contents of the bag quickly on the go) as part of the animation for unloading the pack in the decontamination chamber; but in reality, I’m not sure it’s gonna be used in any capacity, because a) the former presents a lot of individual logistical issues in its own right and b) the animation is, at least in its present form, unsuitable for the latter purpose. 

I’m thinking that either I’m gonna have to just bite the bullet and create an entirely new animation, which will be annoying but probably the most straightforward solution; or I’ll create an interface menu that opens up when the pack is unloaded, obscuring the actual animation (or lack thereof). Of course, that means I have to design a new interface altogether, which means I’d have to figure out the information structure for what gets transferred over and how it gets transferred, which gets into the altogether different subject of the inventory, which is something I don’t really want to deal with right now…

In either case, I’m kinda at an impasse and my only conceivable paths forward it seems are all deeply unappealing in their own ways. Usually I’d just shift focus to something else in these cases and defer the decision, but I can’t stop thinking about this particular issue because it’s the last thing remaining before I can declare the decontamination sequence completely finished… 

Maybe I’ll just work on some of the other interior furniture tomorrow and take some time to plan it out.