Road to Motel Basics

The HUD featured here was a placeholder only; non-functional. The flashlight implemented in this also had no inventory mechanic whatsoever, rather it was just a lighting effect place onto the character that could be switched on and off. An inventory system had yet to be created. You can see how jittery it is, as it’s moving purely with the characters movement; you can’t move it independently. I changed this in the future!

The dialogue (also called”barks”, which are essentially character shouts) were created using the Game Creator “floating messages” system, which I gave my own custom skin to make them appear as comic-style speech bubbles to tie in with the games eventual graphics style. In this scene, they appear when the player reaches an area boundary, and will be utilized much more in the future.

The floating text was left over from my practice getting text to always face the camera, and appear when the player was near enough to it. In the same vein, the arrow on the ground was made and animated by me for practice and study. Neither will be used in any final version.

The loading screen used here was via a custom script I did a lot of research on (actually a group of 3 scripts), which has a moving status bar displaying a percentage while it loads/unloads the scenes it’s told to.

This is not visible in the video, but “under the hood”, I will note that this is far before I got the actual Game Creator movement script working with SpriteMan3D. I am actually using the custom simple character controller here that came with the SpriteMan3D asset. It is very simple, only walk and run animations (run being triggered by holding the Left Shift key, standard movement being WSAD). The flashlight button was “F” and simply turned the flashlight geometry to active or inactive.

This video was recorded Dec 11, 2020

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