Theseus WIP : Doors, Inventory and Levels

It’s been a busy week! Despite my workspace flooding last Thursday, I managed to begin blocking out some basic levels using the latest versions of my architectural tools and navigating them with my custom C++ first-person character controller class. I also implemented a basic interaction system and a post-process effect that outlines objects derived from a new `InteractiveObject` class for visual clarity.

One of these objects is my new Door blueprint. I programmed it to always open away from the player. It’s not the most realistic behavior—but clipping through door geometry is even less immersive, so I chose the lesser evil.

Additionally, I created a basic inventory system with stackable items, item names, and descriptions. Next steps include building submenus for interacting with items in the player’s inventory, iterating on my door logic to add a lock-and-key system and closing animation, and beginning development on my dialogue system.

After that, it’s full steam ahead on prototyping the intro sequence.

Thanks, as always, for following along! There’s a long road ahead, but it’s finally starting to feel like the beginning of something special. Stay safe and keep creating!

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Dev Log 02 - The Flood