World Interactivity
Scope of Interactivity: Certain objects can be interacted with such as forage locations, buttons keys and locked doors.
Indicating Interactivity: There will be a white border around anything that is interactable when the Player gets close enough.
Interaction Controls: All interactions with the world use the E key.
Types of Interactions
Doors:
Doors are 2 units high by 1 unit wide.
They open automatically when the player walks close to them unless they are locked.
All doors are interactable but do not need a button press to open, except for the locked doors. They need to be interacted with enough times to put all of the keys in the door.
Buttons & Switches:
There are buttons and switches in use for puzzles in the game, their range for pressing will be very generous.
Object Manipulation:
The player will interact with foraging spots to collect materials but they will just play an animation and go directly into the inventory
Inventory System:
The player can check their inventory by pressing the pause button, and they can have unlimited amounts of items. They can use these items for upgrades, and will not be able to drop them.
Integration with Other Systems
The only system that interactions will affect is the puzzles with their buttons, levers & pressure plates.
User Experience Considerations
Every action is very fast so that the player can forage during combat or solve puzzles during combat so the player has the best experience.