Vile Veggies - Devlog #6 - 07.02.25 - indie videogame development log
- Marcy Hyde
- Jul 2
- 2 min read
Dear Devlog,
Yesterday I modeled a key for the player to find and wrote a script to use it in the vicinity of the door it unlocks. I had to figure out where to put the code for the door opening coroutine so it would continue even after deactivating the use button UI. I then modeled and texture painted another object the player will be able to examine and use after picking it up. I'm not specifying what the object is because I want to keep it a surprise. Later I recorded some lines for the phone system that needed to be revised and learned that even if the house is silent late at night, the voice is a bit tired by then. I also corrected some written information on UV maps.
Today I updated the inventory icons to match each other's illustration aesthetic. I also switched in the revised assets I made yesterday. I also revised the Player Melee Attack script to ensure return of the fist and make the attack collide with breakable items easier. This may result in the player's fist clipping unbreakable objects but I think I'll be able to fix this with the right "If" statement.
I then drew a new icon to show as the center reticle on items that are breakable. The scripting of this can be a simple change to an existing script (my Selection Manager script) or write a new one... but I can already think of scenarios that could mess up UI elements with a separate script activating and deactivating the center reticle image. So yeah, changing the existing script feels like the route to take... Then again, this script turns on different bools depending on what tag is on the item the player is looking at. These bools change the function of the "Interact" input. I was trying to keep this separate from the breakable items since I don't need a contextual interact action with them ("Melee Attack" is a different input) but it also changes the middle icon... I cooould write a separate script for center icon UI changes that could have public methods that are then called by the Selection Manager and the Melee attack script... It should be a singleton type of thing that only has once instance in the scene to avoid any UI issues... I'll just have to cut and paste the part of the Selection Manager that activates and deactivates the current center icon UI images into the new script's public methods. Writing this out helps me sort out my thoughts on this so thanks for the help!
Back to work,
MH

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