Player Features

Quite Handy
One thing that has been gnawing at me throughout the development of the game was some type of player wrist controller. I always liked this feature in other games which makes it much easier for the player to get to items with minimal effort.
In the very beginning of development, I started with a wristwatch type of controller, but it never really came to fruition. Positioning it just never seemed to work the way I expected it to and it seemed a bit awkward to use. Since then I determined that these options will live on the players left hand/glove. I am not sure if this is 100% the way I want it, but it seems to work for gameplay, makes it easy to access things no matter where you are in the game, yadda, yadda. Activating the power up button will open up the other icons. Splot lighting was one thing that I really wanted to add and this made it easy. The head light can be triggered on and off by the light icon in the players palm. This will help finding objects in low lit areas as well as provide me the ability to add some additional challenges. I do however need to get into the habit of enabling the other hand when I make changes. Reason: It is much easier to align things when the other hand is temporarily hidden. This becomes painstaking when you align, publish, test in game and then realize you never re-enabled the other hand and have to publish it all over again.... and wait... and wait... ugh. Yeah, one armed game play is no fun at all. Going this route, actually had some noticeable benefits. Because the items are actually attached, I did not have to worry about determining how the player would find/access them or the player positioning the object on grab. It does however reduce it as challenges that can be added to the game. It also eliminates my "grab and adjust" training, so I am still debating.