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Month 2: Week 2

  • Writer: Liston Harding
    Liston Harding
  • Feb 14, 2017
  • 1 min read

Designing Interactions

This weak I've spent the bulk of my time figuring out how to handle interactions without dismantling our current game-play design. Most of our player interactions will be handle with one controller either left or right, based on player preference, because of this our drawing mechanic has conflicted with our interaction mechanic as they both require a large amount of information in regards to input, position, and rotation from a given controller. To solve this battle of feedback, I decided to create a state machine that switches between two states, drawing and interaction. Switching between the interaction and drawing states allow me to handle interaction and drawing mechanics through the use of a single control, which adds more depth to our game while keeping things manageable.

State Machine: Interaction

The interaction state allows the user to pick up items such as weapon parts as well as to throw, pull or push objects and lastly to interact with his weapon.

State Machine: Drawing

The drawing state as discussed in an earlier post allows the user to summon objects as well as cast spells by using predetermined gestures.

Design Problems

Items such as the Pod(tube of paintball pellets) aren't intended to be summoned objects, so we've considered adding a belt that allows the player to interact with those objects to fulfill a certain task such as reloading. I feel as if offering a belt of objects to interact with atop of the other mechanics featured in game will begin to overwhelm a player; furthermore, I'll be testing the belt this week to see how others respond.

 
 
 

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