![]() The reason I need to know how to categorize the weapons is because it will determine how I should handle the game’s inventory. Another option is to categorize the weapons by size (small, medium, or large). Some weapons look harmless and can be carried openly without arousing suspicion (scissors, screwdriver, hammer), but other weapons look threatening and will instantly alarm people (knife, syringe, hand-axe). I originally planned to categorize them based on how they are used (stabbing, slashing, or bludgeoning) but then I started wondering if it would make more sense if the weapons were categorized according to how suspicious they are. I’m having trouble deciding how to categorize the weapons. This brings us to a quandary that I’ve run into… If you are already carrying a weapon of that “Type”, the game will tell you that you’re going to be swapping one weapon for another. When you are close enough to pick it up, the prompt and name become clear to let you know that you are currently highlighting that weapon. When you are nearby a weapon, a faint button prompt will appear over it, along with its name. Perhaps it would be a better idea to use an entirely different kind of inventory perhaps a “Tetris Style” inventory like in Resident Evil 4, so the player can have fun organizing their weapons? This inventory is not necessarily the final design I just threw it together because I needed a graphical interface to use while getting the weapons to function. When you are using a Keyboard to play the game, the Inventory interface will look different. I’m not sure if it should go in the center of the screen… Today, I added the ability to find weapons, equip them, and store up to 3 of them in an inventory. I was improving the controls and the camera, and that’s worth posting about, because it doesn’t look exciting or interesting in a screenshot. I’m sorry for not updating during the last few days.
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