Inner Trees

In the process of trying to figure out how to get the specific key of an input I found out it wasn’t as simple as I had thought. This made me change up some of the logic to adapt the interact text to what it does to the object and it won’t show the specific key or input. That way when I later on figure out how to show the controls and make them editable or customizable then I can make it easier on myself by only showing them in the options menu and tutorial messages. Made a quick function for the UI so that it’s easy to show what certain objects do when you interact with them. This was a useful change as it shows more specifically what you’re interacting with and what the intention is. And it leaves more room for interesting text to appear instead of the vague “interact”.

After that I wasn’t sure what to work on next. I had a bit of a block creatively and mentally. I looked at the swing logic and decided to finally remove it. It was causing too much of a hassle and it didn’t fit with the current game or controls. I have saved a lot of time and space by removing it. And it will be good for later on when I want to add more possible weapons into the game I won’t have to worry about the swing because it was constantly problematic when you were attached to it.

Lastly I looked around the main space, or the “hall”. I hated how barren, plain, and boring it was. To make it more interesting I added these trees of light. I know what they represent in the story/lore but I won’t mention it yet. I still need to iron out a lot of details of the story so far and to come. I have a few more ideas to make the stage a bit more interesting to explore so it will take some experimenting and playing around.

There is a specific effect for the melee weapon I want to explore so I will be looking into that tomorrow because it might be a bit complex. I’ll continue to work on the stage and make sure to finish it off so I can’t start working on newer levels eventually.

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