December 19, 2018
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It’s been a weird last week, work was… odd. I literally drove more than I worked. Now that’s an odd statement. I was in the truck more than I was out in the field working. Anyways, easy money…
So I’ve been slaving and muddling along with mouse’s systems the last few days and trying to make things as modular and customize-able as possible so that it can be easily manipulated as needed.
Now, as you can see it’s a very vague and basic menu system, but everything in it can be easily changed. The X&Y coordinates can be moved anywhere on the screen, the controls can be altered exceptionally easily. As you can see, the brick (dummy item) is being selected, and there are four options. Now, I’ve given the brick multiple tags and with those tags, options are generated to what the user can do with that item.
Now, I’ve labelled the letter as a special item, so the discard option is not available as it was with the brick.
Now I’ve got to integrate a view other nuances with the controls of the menu and make it a bit smoother and bit more practical. After I’ve explored and filtered out some more menu actions, I’ll move over to NPC interactions, mainly choices, dialogues and depending on if the user is holding certain items, they’ll interact differently and say differing messages.
Lots of the plate this week!