As development for Story Mode started, it became clear that the ground work done for survival mode wasn't gonna cut it.
Take the Flashlight for example. As it is in the Survival Mode Demo, the Flashlight is hardcoded into the game, only checking for a boolean to see if you can equip it or not.
So for the past month, we've been experimenting in finding out how to make a proper, functional inventory system that would fulfill our needs.
The goal is simple: Have a series of items that would each look and behave differently, while also working the exact same way.
What does that mean and how do we do that? Simply put, let's make 2 lists: One of our inventory slots, and another of all possible items we can pick up.
The list of items will contain the item's identity and its set of properties, such as name, model, etc. When picking it up, we'll place and store its data into one of our inventory slots.
We can then use that slot to interact with the item occupying it.
So far, we've only got the basics done. Equipping, Unequipping, and reading properties. We have yet to make more slots available, a proper UI to inspect and move items, and other things.
The game currently has 2 light emitting items: the Flashlight and the Glowstick (it's back!)
Those items now have durability. After an extended period of usage, the item will simply stop emitting light. The Flashlight being your primary source of light, can be recharged using batteries, while the Glowstick would simply need to be replaced with another.
Speaking of which, the Glowstick has a property the flashlight lacks: Throwing. Once thrown, the Glowstick will continue emitting light, helping you see farther in case if you want to save on your Flashlight's batteries. As for all throw able items, the Glowstick will cause sounds which can lure nearby threats, allowing you to control the situation. Thrown Items can be later on picked up again.
The Inventory currently has up to 6 equip able slots, including the Flashlight which occupies its own exclusive slot. Various items cannot be equipped, so instead they'll be placed in any other slots of your inventory.
And that about sums it up for what we've been up to this past month. Story Mode's level content cannot be worked on until we get the core gameplay done, the inventory being the biggest one.
That doesn't mean that we haven't been working on other stuff in the mean time, I have been working on various little things such as models and more.
I hope I will be able to make more of these devlogs on a monthly basis until we reach the release of the game, and I hope you enjoyed reading through it. Let me know what you think!
Take care everyone!












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