Combat System 战斗系统
The current combat system includes three weapons: an axe, a revolver, and a shotgun. Around these weapons, the project implements shooting/attack, aiming, reloading, and weapon-switching systems. Ammunition for the two firearms is calculated and updated independently in real time, remaining synchronised with the reserve ammunition data in the inventory. Shooting, reloading, and attack actions each have dedicated animations and corresponding Niagara effects. The combat system also includes enemy interaction systems such as health and damage calculations.
游戏的战斗系统目前包含三把武器:斧头、左轮手枪和霰弹枪,并围绕这三把武器开发了射击/攻击系统、瞄准系统、装弹系统和切换武器系统。两把枪械的弹药独立计算并实时更新,与背包备弹数据保持同步。射击、装弹、攻击等动作都配有独立动画和相应的Niagara特效。战斗系统还包含血量计算、伤害计算等与敌人的交互系统。
Inventory System 背包系统
The inventory system contains six categories: note, key item, medical, ammo, equipment, and personal. These are managed in the backend using Arrays, Enums, and Data Assets, and carried items persist between levels. In the inventory, players can inspect acquired items and equipment, read collected notes, or use consumables.
本作的背包系统包含笔记、关键物品、医疗用品、武器、弹药、装备和个人物品六个分类,使用Array、Enum和Data Asset进行后台管理,持有物品跨关卡继承。玩家可以在背包中查看获得的物品和装备,阅读收集的笔记或者使用消耗品。
Interaction System 交互系统
The interaction system includes movement switching, object interaction, saving, camera shake, sound effects, and item use (compass and flashlight), among other functions. Its control logic has also been simplified: with the exception of a small number of special items and functions, the player can use a single interaction key to open doors, collect items, operate mechanisms, speak with NPCs, and use save points. The first level also includes a tutorial system which helps players quickly learn the controls.
游戏的交互系统包含移动切换、物品互动、保存游戏、镜头抖动、音效、使用道具(指南针,手电筒)等功能。交互系统的按键逻辑也进行了简化,除了少数特殊道具和功能外,玩家可以通过统一的互动按键完成开门、拾取物品、操作机关、与NPC对话和使用保存点等行为。在第一关中还有教程系统,帮助玩家快速学习游戏操作。