Dev Log: Enhancing Interactivity and Extensibility in the Coping Card Game

This week, I’ve been focused on refining the gameplay and making the interactions feel more polished. It’s been a mix of solving tricky problems and adding features that bring the game closer to what I’ve been imagining.

One of the big updates has been improving how prefabs are placed in the AR scene. I’ve tweaked the raycast method so they now land more accurately on detected planes. On top of that, they’ll rotate to face the camera when you interact with an ’emotion’ placeholder, which makes everything feel more fluid and responsive.

The ’emotion’ placeholders are a big part of the game—they represent emotions as visible, interactive entities. Since the game is all about managing emotions to influence behaviour, this is a really important step forward.

Not everything has been going smooth though. Getting Unity’s ‘new-not-new’ Input System to work properly in both the simulated XR environment and mobile builds was a bit of a pain. It took a fair amount of tweaking, but it’s working now, and Input feels much more consistent.

Next on the todo list is combining the emotion resources with the story card resources. This is important because it’ll make it easy to add new emotions and cards in the future.

The list is long but the game is starting to take shape now. More updates next week.

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