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Planning Mode Update

As the planning mode for combat and hunting comes together, a few design problems have arisen. Mainly, difficult controls and a disconnect from the tactical feel we want to invoke. We want to avoid the standard combat systems of other adventure or survival games and create a puzzle-like / tactical feel with a focus on decision making. But we need to bridge the gap between the exploration and the combat modes for a seamless transition.


In our previous build, we had to create a dedicated button for adding a movement point. A button that doesn't exist in our exploration mode. This made it difficult to understand how to add movement points and created a strange feel between moving the capsule around the world and placing the point down. In our new version, we created a ring around the player's current location and use the standard movement input to add actions to the world.


This forces the player into a more chess like game and helps fix the issues where the player would not be sure when a state change will occur, like entering stealth or sprinting. When in the planning mode, the movement action is the default action, but is switched out by pressing the same buttons from exploration mode. Adding a jump action is done by pressing the jump button then the desired direction.


This already feels more streamlined than the previous version, but we do lose out on some player freedom. Overall, were happy with this transition and will continue fleshing it out over the next week or two.

 
 
 

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