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A brief update about how helmets work in the game and how the player can use them.

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Hello! This week I thought I'd start to write about some of the items or technology in the game that the player can choose to use. The first of which is - the helmet. Currently there are two types of helmets in the game (although a third VR helmet/device is in the works as well).

Today we'll cover the first helmet which is called the HFC-1. It's a durable helmet worn by some NPCs and can be equipped by the player. It looks like this:

HFC-1 Helmet

Here are some general features about the helmets in the game as well as how the player can use them:

  • Oxygen Filter - The filter in the helmet allows the wearer to breath easier outdoors and in caves.
  • Flashlight - Each helmet has a low powered flashlight.
  • Datagraph - This is a concept we'll discuss next week, but in short it's a way of identifying objects in the environment by their "3D fingerprint". In the future, data for just about *every object* is stored. This essentially allows the player to read and learn about objects in the game in an augmented reality type presentation (sort of like an on-demand wikipedia).
  • Camera - In addition to the flashlight, each helmet has a picture camera. This allows the person wearing it to take pictures (in-game) and view them in a gallery. Data from these pictures contributes to the datagraph data (allowing the cataloguing of organic and in-organic objects).
  • Biofeedback - Each helmet contains sensors that read the state of the player and provides that information back to them. In times where the wearer is unable to recognize their own symptoms (i.e. full of adrenaline or is dehydrated in a cold environment), this information can be lifesaving.
  • Unique Feature - Each helmet was designed for a specific purpose. The HFC-1 contains a high powered lens and monitor to allow the person wearing it to zoom in on a spot in the distance and view it in the mini-screen in the helmet (see gif below). These helmets were used to identify areas of interest without having to expend energy walking up close and inspecting, similar to binoculars.
  • Energy - Helmets require energy to function. Everything a helmet does takes up energy, whether it's the filter, flashlight, datagraphs, in-helmet camera, or even just wearing it while it's closed. The only ways to prevent energy consumption are to open the helmet or un-equip it.

Here's a simple breakdown of the in-progress HUD as well:

Basic HUD

Note that the specifics about which pieces of information will be shared to the player is still in the works. Currently it contains (from left-right/top-bottom): Energy, Filter, Player Temperature, Time, Inventory Weight, Health, Stamina, Oxygen Levels, Stress, Nutrient Level, H2O. We're still fine tuning the player attributes and how they are affected by or influence other aspects of the game.

Here's what it looks like to equip, initialize, and open/close a helmet in the game so far (click image to view animated gif at Gfycat.com):

HFC-1 HUD

And here's a quick look at the zooming camera and monitor in action (click image to view animated gif at Gfycat.com):

Gfycat Image Link

That's it for this week. Again, thanks for reading! Next week we'll try to cover the concept of "datagraphs".

- Larry

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