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.

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