Stepping Back: Keep Going


Not What You Think

Today I dove right into working on the game, but still not what I planned yesterday. I started by going straight to my game manager and corrected a slight oversight from yesterday's session. I updated my unhandled input function to disallow access to any of the other screens, such as inventory, character menu, even the pause screen, when the induction terminal interface is open. I don't want the player to escape that screen. Once they're in, the must proceed. 

It took a few iterations to get it just right. I actually found a "bug" in the code I addressed that only just became apparent to me. With the way I coded the player character, the footstep and the actual animation and movement are controlled separately during the physics process. When time is stopped, the player is prevented from moving, but the player's footsteps still played. . . I just had to add a second check to my time manager for the footsteps.

Back To Work

Once that was taken care of, I dove back into the next steps of my plan from yesterday. I threw together a quick placeholder cutscene, added it to the JSON file loaded by the data manager, and even updated my localization files. But that's as far as I could go today. I had other things IRL to take care of that got in the way of continuing. I did get something done though, I fixed an issue and I added my placeholder cutscene. But that's all I have time for today, tomorrow I dive into the internal functions of the induction terminal interface itself, making my submit button work, setting the tool level and player name, and invoking the cutscene. All of that should be a breeze, right?

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