Devlog 5#: Turrets, Cameras and Controller support


Introduction

Welcome back to another Subject 13 devlog! This week's update brings two new features to the game. Firstly turrets and then complete controller support. These features not only introduce fresh gameplay mechanics but also improve overall accessibility and player immersion within Subject 13.

Turrets

Building upon last devlog were we implemented lasers, I've implemented automated turrets as the final (currently planned) threat. Turrets introduce a new strategic element to the gameplay by being a dynamic range based hazard for players to navigate.

The turrets operate by detecting the player's presence within a specified range, after which they smoothly rotate to track the player and shoot projectiles at regularly timed intervals. To ensure a sense of fairness and visual clarity in the gameplay, each turret has a visual display range to indicate the turrets fire range. This indicator fades in as the player approaches, providing clear feedback about when theyre about to enter or exit a turret's range.

Each turret can have their rotation limited thus ensuring they aren't excessively punishing or unrealistically responsive. This limitation helps to preserve the sense of fairness while maintaining a challenging experience for players.

dynamic splatter effects

Cameras

Initially, security cameras were meant to be implemented along side the turrets. However, after implementing turrets, it became clear that cameras would have significantly overlap in terms of gameplay functionality. Turrets already effectively serve as a dynamic, range activated hazard, rendering cameras redundant. To ensure gameplay remains coherent and engaging without unnecessary mechanics the originally planned camera hazard won't be added.

Controller support

Enhancing player accessibility has been a key priority through out development and as such i've added full controller support, allowing players to seamlessly transition between controller and keyboard controls.

Adding controller support was relativly straight forward as it was integrated into the already existing input system used for the keyboard inputs. By doing like this i've ensured consistent and responsiveness gameplay interactions regardless of the input device the players choose.

Unfortunatly I can't include a gif or screen shot here as it would simply look the same as gameplay on the keyboard. This is a good thing though as it means no matter the input device the resulting output is consistant.

Future development

With turrets and controller support now added that pretty much concludes the majority of the mechanics that will be in Subject 13. Future devlogs will be more focoused upon visual polish and menu systems.

It's also worth mentioning that as it's easter sunday in a weeks time the next devlog will be pushed back untill after the holidys. Thank you for reading this devlog for Subject 13 and happy early easter.

Planned features include:

  • Gravity flip ability cooldown
  • UI and menu systems
  • creation of game assets and level design
  • Music and SFX
  • Saving and loading

Leave a comment

Log in with itch.io to leave a comment.