Since I posted last I haven't made any huge changes to the structure of the engine. The only thing that I have really changed is the main character. This is thanks to our talented artist who has made the new character animations. If you would like to take a look here it is:
Looks like a good main character right? I think so. I also think that the way the sprites were drawn it would be easy to add variations of the animation. Right now we already have a gun animation which looks pretty sweet. As the project progresses I expect for more animations like this to come around, but right now this is a great start.
Wow, I havent really talked about the title of this post at all so now let me discuss a little bit about the inventory development. So for this project I really wanted to focus on managing your items; this is not to say that it should be difficult to have all the necessary items to progress. What I want to accomplish is the feeling of progress. For example at the beginning of the game you may only have a torch for your light source. Obviously, a torch will not stay lit forever and will eventually run out. So it would require some lighter fluid and a lighter to keep this light source alive. These three items would be integral for the torch to work. As the player progresses they may obtain a lantern which may be better but the player must choose to leave behind the torch which is taking up valuable space if they are to move on to the lantern.
With the inventory engine that I have created certain items will have great importance but they may take up more of the inventory slots then other items. If anyone has ever played Resident Evil 1 then you know how important managing your inventory is and hopefully with my engine the same feeling will come through.
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