Posted May 19, 2024 by Clearspec11
This week, we concentrated on correcting past errors and establishing the inventory system along with UI Sound FX and Environment. We also paid attention to refining established systems and incorporating new features to bolster gameplay and user experience.
The health UI element in the screenshot features the following components:
Vehicle UI has the following Components:
All these are indications of the players interactions and give them feedback and information about the state of the vehicle.
Item Hotbar:
Hotbar UI has the following Components:
• Item Slots: Several item slots arranged horizontally, allowing players to quickly access their items.
• Highlighted Selection Indicator: A distinct highlight (orange) that indicates the currently selected item slot.
We've created two zones: a starting area where the player exits from a bunker/shelter, providing an opportunity to learn and discover in this less challenging part of the game. Subsequently, they can venture forth into a Small city, Reminiscent of our hometown, Launceston. We're continually adding and expanding these areas.
Early iteration of inventory system.
Latest Version:
We have implemented an inventory system that keeps track of interactable game objects and UI hotbar for quick access to resources. As seen in the video above, you can pick up and move objects in your inventory and place them where desired, including on the vehicle.
Reverted to the raycasting method for melee to enable a more consistent and accurate implementation, enhancing the game’s feel and modularity. This change should improve the overall user experience
Advantages of Using Raycast Melee System Over Colliders
Integrated a car engine audio effect that fluctuates based on the vehicle's speed and the state of the engine - on or off.