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DEV BLOG 12

MORALITY SYSTEM & HOTBAR

UNLOCKABLE ITEMS

i SHOWED IN A PREVIOUS UPDATE THAT THE MORALITY SYSTEMS FUNCTIONALITY WAS IN AND THAT THE PLAN WAS TO SHOW IDEAS OF WHAT HAPPENS WHEN THE PLAYER INCREASES THE PROGRESS BAR ON EITHER THE GOOD OR EVIL SIDE. HOWEVER I AM NOT PLANNING TO ADD GAMEPLAY ELEMENTS THAT FILL THESE PROGRESS BARS. BEING A SURVIVAL GAME TEMPLATE THAT IS FOR OTHER PEOPLE TO IMPLEMENT AS THEY PLEASE. I AM JUST FOCUSING ON SETTING IT UP SO THAT IT CAN BE ADDED TO AND THEN ADDING ELEMENTS TO WHAT HAPPENS AFTER YOU LEVEL IT UP. iF I HAVE TIME I MAY ADD SOME EXAMPLES.

MY FIRST IDEA WAS TO DO UNLOCKABLE ITEMS THAT ARE UNIQUE TO THE GOOD AND EVIL SIDE. MY MAIN FOCUS OF THE MORALITY SYSTEM WAS TO TRY AND REDUCE THE NUMBER OF PLAYERS THAT KILL ON SITE IN SURVIVAL GAMES. I THINK THAT IF PLAYERS CAN UNLOCK ITEMS THAT ARE ONLY AVAILABLE ON THE GOOD SIDE AND THEN WEAR THESE ITEMS, PLAYERS CAN SEE THAT THEY ARE GOOD AND MAY BE MORE SUSCEPTIBLE TO TALKING TO THEM FIRST. I HAD THE IDEA OF MAYBE BEING ABLE TO LOSE THESE ITEMS ALSO SO THAT PLAYERS CAN'T UNLOCK THEM AND THEN BOOST THE BAD PROGRESS BAR AND STILL USE THEM BUT AT THE SAME TIME THAT SOUNDS LIKE A COOL IDEA AS THEN CAN TRY AND TRICK PEOPLE.

FOR MY EXAMPLE I HAVE SET UP A RED T-SHIRT FOR THE EVIL SIDE

AND A BLUE T-SHIRT FOR THE GOOD SIDE.

now obviously the idea would be something more appealing than just a blue and red t-shirt for either side but it should hopefully demonstrate my point. if a new player sees someone wearing the blue t-shirt then they know that they have been doing good acts which will make them less likely to attack as that will add to the evil progress bar. and the same goes for the evil side. if a new player sees someone in a red t-shirt they can assume that they will shoot on site and therefore try to avoid them.

here is a video example below.

HOTBAR

I ADDED THE HOTBAR THIS WEEK. nOW PLAYERS CAN ASSIGN FAVOURITE ITEMS TO IT IN ORDER TO QUICKLY ACCESS/USE THEM. YOU DRAG THE ITEM YOU WANT TO THE CORRESPONDING SLOT AND THEN ON THE ASSIGNED KEY FOR THAT SLOT THE PLAYER PERFORMS THE ACTION ASSIGNED TO IT. SLOTS ARE NUMBERED 1-6 LEFT TO RIGHT AND ON KEYPRESS THAT IS THE ITEM THEY WILL USE.

CURRENTLY I ONLY HAVE A USE FUNCTION SET UP. THIS DEDUCTS 1 FROM THE TOTAL AMOUNT. I STILL NEED TO ADD FUNCTIONALITY SO THAT DEPENDING ON THE ITEM. WHEN IT IS USED IT WILL EITHER, ADD HEALTH, HUNGER OR FOOD TO THE PLAYERS ATTRIBUTES. THE END GOAL WOULD BE TO ADD ACTIONS SUCH AS EQUIP OR PLACE ITEMS TOO BUT THE MAIN FOCUS IS TO GET THE CONSUMABLE ITEMS WORKING FIRST AND THEN IF THERE IS TIME ADDING MORE FUNCTIONALITY FOR THE OTHER ITEMS.

ONLY ITEMS THAT ARE USABLE CAN BE ADDED TO THE HOTBAR.

IF YOU DRAG A NEW ITEM TO A SLOT THAT IS ALREADY ASSIGNED TO ANOTHER ITEM THEN IT WILL SWITCH THEM ITEMS AROUND. IF YOU RIGHT CLICK AN ITEM IN A SLOT THEN IT WILL REMOVE IT FROM THE HOTBAR.

THE IDEA HERE IS TO MIMIC INVENTORY ITEMS NOT EXTEND IT AS IT IS USED TO QUICKLY ACCESS ITEMS. THEREFORE WHEN YOU USE AN ITEM IT WILL UPDATE BOTH IN THE INVENTORY AND THE HOTBAR. tHE HOTBAR HAS ALSO BEEN ADDED TO THE MAIN H.U.D. THIS IS BECAUSE IT IS DESIGNED TO BE USED WHILST IN GAME NOT IN THE MENUS.

HERE IS A VIDEO EXAMPLE BELOW.

I HAVE AN INTERVIEW WITH ROCKSTAR GAMES NEXT FRIDAY SO THE DEV BLOG MAY BE A LITTLE LATER THAN USUAL.


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