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Coding Skills: Future Developments 3

Updated: Sep 21, 2023

Lots of what I'm going to be adding in from now will be very closely tied with the coding aspect of the game, rather than the animation and creative side of it. These will come much further, but will still be done eventually.


Weapon Switch:

I had talked about the inventory in the last two blogs, and how I didn't want to bring it up very often since lots of creating the inventory overlaps with UI. However, this is one section that is completely code driven, which is accessing the inventory and using it to switch the currently equipped weapon for another one. My way for doing this will probably be something along the lines of assigning each inventory slot a unique number, such that I will store the currently equipped index of the inventory slot, and then write some code which will swap the index code for the currently equipped item with what the player wants to switch it out for. Of course, this will mean the player will need to know all the index numbers, and I currently working on a solution around that such that the player can do it without knowing the index numbers.


Two Handed Weapons: Contrary to weapons that were intended to only be used with two hands, I am talking about equipping a one handed weapon that can then be changed to be used with both hands. This will incorporate both the use of code, but a vast majority of it will be visual changes. For a start, I will have to write a bit of code stating that if a certain key is pressed, that both hands should now be on the weapon. This will be done using an avatar mask, which will simply make the visual look like a two handed weapon, therefore I won't have to create an entirely different weapon model for a two handed weapon. This can be used with two handed weapon animations, and if the key is pressed again, it should change back to one hand.


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