XaiJu
Cyrus Byrd
Cyrus Byrd

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Sploinkable Objects

I want to talk about some of the minor interactions that are available to the player. As a word of warning, many of the effects that follow are work in progress placeholders.

The most basic type is the SHOOTABLE THING. These are often just for flavour, where we just want to acknowledge that the player is a vector of destruction, which isn't always precisely directed towards a dinosaur.

A good example is the humble Chrono Cola vending machine.

Some SHOOTABLE THINGS actually have a tangible effect when blasted- fire extinguishers create a jet of pressurized goop that can stagger smaller dinosaurs, or breaking windows can open new pathways or provide access to items.

There can be serious systemic implications from these interactions- some of you will remember seeing us shoot a few pounds of lead into one of the keycard door locks in the second teaser. For obvious reasons we expect to find it useful to have some doors that are more securely locked, but this can create some interesting decisions about resource management, and add options around the main exploration focus.

Finally, there's things which can't even be said to be especially satisfying or interesting, but which we still hook up as part of the tapestry of interactivity.

Where possible, actions we provide in the game should create intuitive effects that we might expect in the real world. If you can slam a door between yourself and an opponent in pursuit, we would expect that to slow them down.

Intuitively, shooting things should do something, and we try to respect that as part of a greater effort to make the world believable.

Comments

Keep it up! You guys are doing great! I can’t wait to play this game!


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