Unknown Inputs - GV


Author: Gabriel Vega-Salcedo

Date: 8/22/2024

For this build, I was able to implement Helldivers-like command inputs in order to use the spell the player is currently carrying. My teammates were testing the inputs and stated that their inputs weren't registering. If the users were unable to consistently make the proper input sequence, then they would be unable to use spells in the game, which would greatly impede our core mechanics of the game.


After thorough debugging, I realized that my code was functional, but when a wrong input was pressed, the user would be unaware of it and end up constantly typing in an unfinished command. To fix this, I implemented a Gengine call that would display at the top left of the screen when an incorrect input in the sequence was made. Since the code makes it so that if the wrong input is made, the sequence has to start all over again, my teammates would unknowingly make a mistake and be lost if the inputs they are making are correct. With this debug display, my teammates were able to properly use the spells, and this brought to the attention of adding a UI indicator in the event a wrong input was made, though this would be added in the next sprint.

Similar to Helldivers, the inputs will flash red when a wrong input is made.

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