Week 5

This week I focused on building out the core interaction systems and making Critical Reaction feel less like a prototype and more like a game.

I completed networked lobbies, which was a requirements for a game based primarily around co-op.

Next I worked on implementing the storage rack system. Creating the necessary visual display for items on the rack, adding three new item sprites, and creating a scriptable object for items, so they behave like game content instead of placeholders. In the process, I also created the workstation sprite and other art assets.

With the storage rack complete, the next step was making them playable. I built the interaction loop so players can walk up to the rack, open the interaction menu, pickup an item, and place items back onto the rack so long as theres available space.

Once storage was working, I moved onto workstations. These are the basis of the game, so I implemented a base workstation system along with the player interaction scripts needed to support it. The design goal is to have individual menus for each workstation type, but built on a shared foundation so the game stays consistent as more stations are added.

The scale station was the first workstation to be created. It now has a working inventory system and proper menus. While working on the interaction and input code, I also refactored the player control script to use the settings system for rebindable controls. That change makes the Options menu useful.

Overall, I focused on the fundamental requirements for the game: player controls, item handling, workstation interaction, and basic visuals.

Comments

Leave a Reply

Your email address will not be published. Required fields are marked *