New Inputsystem in Pyramedius 2


Hello fellows, 

currently I'm working on implementing the 'new' Unity inputsystem into Pyramedius 2. 

1. The main reason for this is the update 3.0, in which I want to add a subgameplay. The reason for this is that I have a bigger story in mind which I want to tell over the duration of the final game. And to be honest with you guys, the story is to long to be told just with the simple gameplay as it is right now. The last thing I want is, that the final version of the game is boring and repetetive. Thats the reason for the addition of a subgameplay. 

In the new episode you will therefore play directly as Jason who enters a giant underground lab. In those missions you will face some Run and gun inspired levels. These 'ground episodes' will alternate with the 'flying episodes' now and again in the future to bring some fresh wind into the game. 

2. Another reason for me to use this inputsystem is, that it makes it much easier for me to add multiple different inputdevices in the future.

Since update 2.0 I had plans to exchange the current keyboard based charactercontroler with a new controler based one. The main reason for this is that two controlers combined  just have more possible 'easy to reach' buttons as the Keyboard. This should make local multiplayer feel way more userfriendly because you don't have to bend your fingers across the keyboard to use certain funktions. 

This bigger amount of useable buttons allowed me to add new funktions to the charactercontroler: Sneaking, shoot on button pressed, aiming in the 'ground missions', etc....


I made even more changes on which I will add logentries in the coming days/weeks. 


Thanks for your audience. -UpFall-

Get Pyramedius 2"Around the world"

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