In one of our previous articles (that you can find here) we've explained how due to our mechanics-based approach Oizys development process could be considered bottom-up. We've also explained our mechanics and subsequent verbs, and showed you how the process for our grab, push and pull and for our raise and lower of plataforms. Here's a quick recap:
Basically, we have 4 mechanics: the interact, the throw, the grab/push/pull and the raise & lower of platforms. We had some throw backs in regards to bugs in the throws and in the destructible meshes, and so we have only showed you so far the last two. So today, here's to our:
Interact
This mechanic works when the player is near a collectible object or the guide. It allows the player to see the interacted object closer, hear the memory associated with it, and lose or win the solitude points it has.
Throw and Breaking Objects
These were the harder to implement as our developer, David, ran into some issues with the destructible meshes of unreal and how hard it was to apply them to different objects. In the end, we ended up only having one type of breakable vase, in order to simplify it further, as we didn't have that much time to spend.
Oizys Destructible Meshes - Indie DB
That's it for today. What aspects of Oizys are you curious about? We want to know your opinion and feedback and, as always, critiques are welcome! Do you have any tips on how to use destructible meshes?
What's next?
As you can see in our last video about the destructible meshes and throw mechanic, we have already most of our animations implemented - and we'd love to tell you a little bit about that and how we used mocap for most of them. We're also approaching the release that of our vertical slice, so we'll be getting into some of the lighting and VFx soon!