Not much to mention today. I worked on the inventory system, guns, and bullets and managed to get simple firing and bullet creation/deletion working. The bullets are full, physics-enabled, objects which will be fun if I implement a ricochet gun or other weapons like it. The inventory is coming along nicely. I've landed on having a list of all the weapons the player is carrying and you can scroll through them to swap which one you are currently using. Then there are two support-slots which can hold any consumable item.
There are a few reasons behind this design choice. My initial impression was to make an item bar (like Terraria) and have the user put whatever usable items he wants to in it. Then I realized I really didn't like the way it would play. I wanted something akin to real life where you have a backpack full of stuff and a few pockets and things slung over your shoulder. So my second notion was to take the old 'primary weapon, secondary weapon, consumable, consumable' approach, where the player chooses which items he wants in those slots and has to swap them out each time. This sounded pretty good to me at first (and I may test it out once things get underway) but I wanted it to be easier to access weapons quickly instead of having to check the inventory every time.
My current implementation means that it will take time to switch between weapons and each weapon has to reload while equipped so managing ammunition is important. As far as Ammo goes, I'm currently sticking with just bullets, rockets, nails, etc. I thought about individual bullets for weapons but that would fill up the inventory quickly and might add a frustrating scenario of 'hey I found bullets to a weapon I don't have, I guess I'll wait and hope I do find it'. Again that might change in later releases.
For the next few days it's inventory, inventory, inventory. Streamlining the item process and getting equipment and consumables up and running. Also I need to work on the GUI for the inventory still and the weapon/consumable list. After the items I'm going to head back to the map generation and get to work.

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