Horror Exp. 01.
Horror Exp. 01.
Undo your mistakes. Hunted by madness.
Ritual Sins.
Systemically implemented visual effects based on well being, location and proximity
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Systemically implemented visual effects based on well being, location and proximity ///
Raycast powered interaction system
Event handshake
manages physics based object interactions
on entity interaction
makes room for
bespoke behaviours
State machine driven gameplay
Player’s actions directly
impact behaviours
and outcomes
Logic is owned by each
entity promoting quick and efficient activation, creation
& destruction
and lightweight, array inventory system.
Global events system manages
entity relationships and states
Interaction event breakdown
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The Player presses < E >, shooting a raycast from camera and hits an entity
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The entity hit is dynamically assigned, an interaction event is triggered on the entity; the behaviour based on the owner.
In the case of the Player, ‘Equip’ is issued.
The entity sends an event back to the source; sharing all relevant information such as state, weight and it’s ownership.
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In the case of the Player’s action, an ‘Equip’ event is triggered.
The equipped entity halts all physics behaviours, is assigned to the Player as a parent and it’s object name is stored in an array.
The object inherits all movement and positioning from the Player, while managing it’s own states, such as interaction behaviours, audio triggers and decay/wear.