project lazarus - dev blog - 28/03/2026
- Mar 28
- 2 min read
Updated: Apr 8
It's been too long since I last updated this. Life unfortunately got in the way of development and I just ended up forgetting about updating the blog. Progress has been slow but somewhat steady. Since the last blog post I managed to do what I set out to do. The shooting system now works in tandem with the inventory, only pulling remaining ammunition if there is any stored in the player's inventory.
I've also now worked into the inventory the ability for players to use key items at locations. For instance, keys and doors. This works by having a trigger gate the ability for the player to use the item in tandem with a Gameplay Tag system that checks if the tags match between the key and the door. In previous iterations the player could use key items at any old distance, which was a bug I had encountered in my first iteration of the script.
Crafting now works better as well. The player can select the crafting recipe and the information on what they're actually crafting will appear as well as the required components. I've also added a crafting button to prevent misclicks and avoiding player frustration. This will be further improved upon in due course. I plan to do an eventual visual overhaul of the UI. Hopefully have something more diegetic and immersive for the player to use rather than just flat menus.
The AI has proven to be rather difficult for me to work on at the moment so I have chosen to direct my efforts elsewhere - polishing up the shooting. I want the guns in my game to be loud, feel impactful and fun to use. So the shooting is where I'll be diverting my efforts for the foreseeable. I am now in the process of working on things such as recoil and giving the weapons a feeling of weight to them. All in all I'm happy with the progress so far and hope to keep this up.
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