Mechanics, Vol. 2

Another week, another step closer to ending college. Getting a little short now, isn’t it?

We’re almost done with implementing mechanics. The final bit will be this upcoming week (ignoring bugfixes that will permeate until the end of time).

Last week was also midterm, so I’ll briefly mention the paperwork I had to get done, which involved updating our Technical Specification Document and a Software/Hardware Spec List.

The big mechanic of the week was Linked Paintings, which are super straightforward. They connect one painting to another across any distance, bypassing hook-connectivity requirements. Within each painting, if they are designated as linked, is a door that acts as an interactive object that the player can use to swap between the two paintings.

The other minor mechanics of the week that I worked toward finishing up were the other interactive objects in paintings working with the new paintings we have. Segueing off that, we now have the Study (which included the ladder seen last week), which only goes up (the paintings are referred to as our directional paintings, each one only travelling in one direction, with the interactive objects possibly changing that); the Forge, which goes right and contains our new interactive object, the Bellows; the Attic, which only goes down; and the Alleyway, which only goes left.

I added in cannon interactions which opened up addition paths in some of the above paintings, and the bellows in the Forge painting acts in a similar manner to the cannon, opening up paths from the right hand side, where the cannon acts affects the left area of paintings.

We also have a new Cave painting, that begins with no connections, but can open up in three directions, affectable by the cannon, well, and bellows.

Anywho, we’re close to finishing off mechanics, which means we’ll be able to polish and optimize, and that’s some exciting potential. Until then.

Mechanics Rush

Spurned on by the idea that we can leave the entire last 4-5 weeks to entirely just polishing/putting out content for the game, we’ve designated our direction for the next two weeks to be mechanical completeness.

With that in mind, I was able to (on top of the standard bugfixing and meetings), really only able to focus on two important mechanics, the interactive ladder and chest.

As it turns out, the chest was the simpler of the two, by far. It functions almost identically to the way our current door works, with the exception that the chest in the real world has no bottom, and allows the player to drop down through it. The difference was that functionally I had to show that, and thus there is a little bit of a camera lerp to showcase that. Because there are only two features, and they’re both very visual, I figure this week I’ll include gifs to elaborate my progress (One day I’ll have gifs that aren’t god awful quality).


The ladder, on the other hand, was far more complex than anticipated. I already made the mistake of lowballing the time, but I ended up going from lowballing to completely just misjudging how long it would take. The ladder ended up taking the majority of the week, but overall it turned out pretty well. Few minor kinks keep showing up, but for now they don’t affect performance, so it’ll have to be left for polish-stage (which I think I’m tentatively calling Alpha?).


Anyway, those were the major bits of what I got done last week, and we’re going to keep advancing with getting the rest of the mechanics in. Until then.