Tuesday, December 11, 2018

DINODRIFTERS Dev Diary #6: Input and Control


Hello and welcome to another DINODRIFTERS dev diary!

Today I'd like to talk about how the game is controlled. How you move around the map and interact with the game's environment.

Form the beginning, I wanted the user interface to be simple; what-you-see-is-what-you-get:


Featuring the Hell Creek formation of the Late Cretaceous! Land of the Tyrannosaurus!

Firstly, the entire core game is controlled by the mouse alone, with the sole exception of name input during character creation. I plan to put keyboard shortcuts into the game, but the entire game is played primarily through the use of the mouse.

To interact with animals, plants, bodies of water and other objects on-screen, you click on them. This brings up the drop-down menu, allowing you to click on an option. This is dynamic and varies between object class.

Movement is done through the movement compass. Moving the mouse over the central circle expands it into the compass proper. You hover over the piece of the compass you want and a needle appears, pointing towards the highlighted option. You can then click when you are sure and completes your movement action.

Along the bottom of the screen are various buttons that open up information panels, below which is the command record. An expandable minimap is to the right of the compass, followed by crucial stats like health that are displayed in four variable bars.

The button at the top-right opens a menu that allows you to save and load the game as well as go back to the main menu.

That is basically it. Anything that looks clickable, is. The mouse is the primary input device that is merely supplemented by keyboard functionality.


Next diary, I shall about how different animals with their unique AI variations think in in DINODRIFTERS!

Until next time!


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