Devlog #11: On Deck


The Deck is in! That's what the inventory will be referred to as in-game, since the items you're collecting are cards. Linking the in-world cards and the deck cards took a little while, mainly for me wrapping my head around how to implement it in code, but I did manage to get it working faster than I thought I would. As the game is now, the player can walk around, pick up cards (where they will see the description and then go back to the game world) and then examine them again at any time by pressing I. Right now the deck is just a single row of 13 blank cards that fill in as you collect them, with hopefully enough room to add another 3 rows. Now that I've got this working I'm super close to having the entire first room in an initial finished state. All that's left now is to:

  • Setup proper handling for hitting Esc while in item menus (should be a quick fix)
  • Figure out how to implement the card-sorting mechanic to unlock the exit to the room.

There's two approaches I think I could take to implement card sorting. The first involves manipulating the cards in the deck itself, with only the right combination allowing the player to exit. This was my original idea, but my main concern is that the way I have the deck implemented right now may not lend itself very well to accomplishing this. The other approach I thought of was to have the door present you with a new screen, one unique to the end of each room, where you'll be prompted to sort the cards in such a way that I hopefully can avoid having to re-implement everything I've done with the deck so far. So that'll be the goal for tomorrow, and with luck I'll reach it and be able to move a lot quicker through development before finally getting to work on sound.

Get SUIT

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