What I tried today#
I have finally completed the draft design and plan for prototype, and have begun implementing prototype specific features, starting with the inventory system. I’m learning the best practices from Stephen Ulibarri’s Inventory System tutorial series, which has been incredibly helpful
However, I made one key design change on one key point: 3rd-person interaction. The tutorial uses reticle and viewport center raycasting, which is ideal for 1st person games, yet for popular 3rd person titles like Uncharted, Death Stranding or Animal Crossing, they tend to mark the items as interactable based on the direction the character is facing towards. This approach feels more intuitive and diegetic.
What worked#
I’m glad the interaction is working properly and I can move on to the next step of implementing inventory system.
And what didn’t#
Time management is still challenging to me. I should’ve finished this part a day earlier, oh well, that’s why I have sprint planning and burn down chart XD