Fortunately, during this sprint, I was able to fix the character movement and dialogue icon trigger. I tweaked the code to match the mechanics of my game and fixed any errors. When setting up the player input component in the inspector, I had to drag the input manager gameobject rather than the script.
My priority for the first few sprints was to implement the main mechanics and elements that made my game playable, hopefully in time for playtesting. I was able to get the dialogue and choices to function, which is one of the main elements of my game since it is narrative-driven.
However, one problem I ran into was that only one interaction would work at a time. Once I finally got the card pop-up to show, the dialogue no longer worked and vice versa. Furthermore, rather than the player checking for NPCs or interactables in range, the NPCs would check instead, which wasn’t ideal for optimisation. This wasn’t a glaring problem, though, as it didn’t pose any major problems yet and one of the main mechanics still worked.
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