Posted November 21, 2025 by CJC
#Sack
This week I wanted to lean into creating chaotic mechanics that could serve as a good baseline for the intentions of the final game. Firstly I created an explosive pot that will shatter when it reaches a certain velocity and collides with an object. This of course meant I needed to give players the ability to actually pick up the pots and throw them as they please. Some of these mechanics I want to iterate a lot on, especially the selecting of “pick-upable” objects. Instead of using mouse based inputs, selecting an object is based on the players camera view direction. Its designed to be intuitive and helps the player choose exactly what they want based on what they are looking at. However, I want to shift the placement of the casted ray for detection and perhaps change the collider of the ray cast.
Continuing with more chaotic mechanics, the player will now ragdoll when they are caught up in an explosion. Is it jank? Hell yeah! This was something I was walking into very blind but adds so much to the fun of the game. It makes the player no longer feel like they are just stuck in static animations and actually have interaction with what’s happening in game. I am not sure if the ragdoll feature will be use for more than just the explosions but could be a useful for death states or squeezing into tight spaces or even just playing dead.
Less chaotic but still adding to the games environments, I added a few new objects to each room to fill in empty spaces and add definition. The rooms are currently designated as Trophy room, Potion room, Library room and Appraisal room but really didn’t have enough in them to inform players what’s the use of each area. So I wanted to dedicate some time to adding new objects such as books, potions with a neat little shader and a “Trophy”. Hopefully this gives players a better idea of how the game will develop in the future and what mechanics they can expect. Always happy to hear ideas from people on how I can take this game further!