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Boramy

Quick Look - Lock Boxes

by Boramy

Eyy, what's going on.

Holy Racoons, it's me again. Today I figured I'd go in deep about the lockboxes in our game.

Their interaction is actually so simple, press and hold over this area, and then we trigger or move some objects. But because everything in the game uses physical actions, we actually never had this option to play with.

There's also some underlying tech we made to make sure that this 'instanced' inventory space ran smoothly, but the team solved that one pretty quick.

Needless to say, one of the parts I'm most excited about was having an interaction that asked a player to stay here with your hand here. I've already started prototyping some things, but that in combination with some other hand interactions opens up all sorts of doors as a designer.

Take for example, in of our latest updates we added a crank to the game. You can spin this thing, and it moves this rope down. Currently, we're using it to give you a bit of control over how high/low you want your cooking pot while cooking. This actually helps control temperature a bit too.

But I can hook it to do other things, along with the lockbox opening mechanic, along with large two-handed only items, like pots. Soon enough, with more and more of these mechanics entering the game, one can almost design some puzzling challenges.

But I digress, this is a blog about lockboxes after all. It's a box, where you can keep things secure. There's not even a real lock on it, but something tells me you'll see that hand sign more and more over time.

If you would like to leave feedback on lock boxes hit us up on on DISCORD , or REDDIT .

Boramy

Quick Look - Lock Boxes

by Boramy

Eyy, what's going on.

Holy Racoons, it's me again. Today I figured I'd go in deep about the lockboxes in our game.

Their interaction is actually so simple, press and hold over this area, and then we trigger or move some objects. But because everything in the game uses physical actions, we actually never had this option to play with.

There's also some underlying tech we made to make sure that this 'instanced' inventory space ran smoothly, but the team solved that one pretty quick.

Needless to say, one of the parts I'm most excited about was having an interaction that asked a player to stay here with your hand here. I've already started prototyping some things, but that in combination with some other hand interactions opens up all sorts of doors as a designer.

Take for example, in of our latest updates we added a crank to the game. You can spin this thing, and it moves this rope down. Currently, we're using it to give you a bit of control over how high/low you want your cooking pot while cooking. This actually helps control temperature a bit too.

But I can hook it to do other things, along with the lockbox opening mechanic, along with large two-handed only items, like pots. Soon enough, with more and more of these mechanics entering the game, one can almost design some puzzling challenges.

But I digress, this is a blog about lockboxes after all. It's a box, where you can keep things secure. There's not even a real lock on it, but something tells me you'll see that hand sign more and more over time.

If you would like to leave feedback on lock boxes hit us up on on DISCORD , or REDDIT .

Boramy

Quick Look - Lock Boxes

by Boramy

Eyy, what's going on.

Holy Racoons, it's me again. Today I figured I'd go in deep about the lockboxes in our game.

Their interaction is actually so simple, press and hold over this area, and then we trigger or move some objects. But because everything in the game uses physical actions, we actually never had this option to play with.

There's also some underlying tech we made to make sure that this 'instanced' inventory space ran smoothly, but the team solved that one pretty quick.

Needless to say, one of the parts I'm most excited about was having an interaction that asked a player to stay here with your hand here. I've already started prototyping some things, but that in combination with some other hand interactions opens up all sorts of doors as a designer.

Take for example, in of our latest updates we added a crank to the game. You can spin this thing, and it moves this rope down. Currently, we're using it to give you a bit of control over how high/low you want your cooking pot while cooking. This actually helps control temperature a bit too.

But I can hook it to do other things, along with the lockbox opening mechanic, along with large two-handed only items, like pots. Soon enough, with more and more of these mechanics entering the game, one can almost design some puzzling challenges.

But I digress, this is a blog about lockboxes after all. It's a box, where you can keep things secure. There's not even a real lock on it, but something tells me you'll see that hand sign more and more over time.

If you would like to leave feedback on lock boxes hit us up on on DISCORD , or REDDIT .