Here’s a refined version of your gaming devlog entry regarding the user interface and interaction system, crafted in a first-person perspective and formatted in markdown:
User Interface and Interaction Enhancements
In my effort to improve how players interact with the game world, I’ve implemented a dynamic action indicator system along with interactive object outlines. Here’s how these features work:
Dynamic Action Indicators
- Action Display: Whenever a player is presented with any potential action, a series of icons appear at the bottom of the screen. These icons reflect the actions available based on the current context, such as entering a town or exploring a forest.
- Detection Mechanism: The availability of these actions is determined by checking the types of objects overlapping with our player’s collision sphere. Rather than binding to specific object types, I check which interfaces these objects implement, which allows for flexibility and extensibility in interaction possibilities.
Interactive World Map Objects
- Selective Beacon Placement: Not every click on the world map places a player beacon to indicate a target. Instead, if the clicked object implements the clickable interface, the game will display an outline of the actor.
- Enhanced Player Information: This outline feature is useful for presenting detailed descriptions of the clicked actor, whether it’s a town or a wandering NPC, providing a more immersive and informative experience.
The implementation of the component outline was greatly assisted by a helpful tutorial that I followed, which streamlined the development process and enhanced the feature’s functionality.
These enhancements are designed to make the game’s interface more intuitive and responsive, enriching player interactions and decision-making on the map.
Let’s catch up next month when I were able to discuss a bit about how I working on implementing the Event System that makes the world fully dynamic, don’t miss it out!