The Backpack - Part One
This week I managed to implement the backpack in unity. Essentially, I kept the early concept, it worked well, so why would I change it. The concept is that each hero has a unique backpack and has a common one. Power ups come in a common backpack and can be used by any hero. However, the unique backpack is only available for that particular hero. When picking up an item, if the item is such that it can be used by multiple heroes, you can use an interface to control which hero it goes to, but this should be carefully considered. The point of the decision is that for example, a situation when a hero run out of medkit during battle... that's too late guys... Supplies such as cartridges belonging to the weapon of a given hero do not receive a selection UI. In their case, simply clicking on the object the appropriate hero will go there and pick up the object.
I haven't implemented it in Unity yet, but there is another type of object. This is the lootbox that gets a separate UI. You may find valuable loot boxes in some crates or carts. These are the boxes that contain junks for sale on the market or some kind of power up. Although there is no time to break these loot boxes while exploring, they can be dealt with after each level.
So the backpack and the mechanics are done, the handling of the objects and their use is still to come. But that's how it goes, slowly, step by step.
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Dead World Heroes
Are you strong enough to survive?
Status | In development |
Author | craftsmangames |
Genre | Action, Strategy, Survival |
Tags | Action RPG, Exploration, Hand-drawn, Post-apocalyptic, Singleplayer, Story Rich, Top down shooter, Zombies |
More posts
- Dead World Heroes - DevLog#7 - Trigger areasNov 22, 2019
- Every hero needs a friend - The Perk SystemNov 07, 2019
- What you can plunder today, don't postpone it tomorrowOct 26, 2019
- Loot systemOct 05, 2019
- Deal With The Dev Guy - A Special OfferSep 29, 2019
- Fog of War, Unit visions, LightsSep 28, 2019
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