Building Core Systems and Setting the Stage


Hey everyone,

It’s time for another update on Severed Currents! A lot has happened since my last post, and I’m excited to share the progress I’ve made. Let’s dive in:

Dynamic Footstep System

To add more immersion, I’ve implemented a dynamic footstep sound system. The game now detects the surface the player is walking on and plays the appropriate sound effect. It’s a small detail, but it adds so much to the overall atmosphere.

Door and Computer Interaction System

One of the major updates is the door system. The player now needs to find clues scattered around the environment before interacting with a computer to unlock the door. Once the clues are gathered, the computer plays a short animation of a password being typed in—simulating the interaction for now to keep things simple. Afterward, the door opens automatically, giving the player access to the next area.

Placeholder Win Screen

I’ve also set up a simple placeholder for the win state. Currently, when the player completes the objective, the screen fades to black, and the game closes. This will be replaced later with a more polished sequence, but it’s functional for now.

Setting the Visual Tone

I’ve started experimenting with PSX-inspired textures to nail down the retro aesthetic. These textures will help define the vibe of the playable room and give it that classic, low-poly look. I’m excited to see how it all comes together!

What’s Next?

Next up, I’ll shift focus to building the actual playable room. So far, I’ve been testing all these systems in a development map, but now it’s time to start creating the environment where the game will take place. I’ll also continue refining the textures and visuals to make the space feel cohesive and atmospheric.

As always, I’d love to hear your thoughts! I’ll also be sharing screenshots of the code and systems I’ve set up, just like last time. Stay tuned for more updates as Severed Currents continues to take shape!

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