Physical Interaction Systems Expanded
Today’s update expands the physical interaction systems in Guild of Bad Alibis. Players can now carry and throw objects, use physical keycards, manually open unlocked doors, and interact with destructible walls, with character-specific strength differences between the Goblin and Ork. The focus remains on making every interaction feel tactile, readable, and driven by each character’s unique abilities.
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The interaction prototype for Guild of Bad Alibis took a big step forward today. The focus was on physical gameplay: doors, keycards, carried objects, wall collision and character-based strength differences.
Players can now pick up physical objects, carry them in front of the camera, drop them, and throw them with charged force. The system supports different character strengths, so objects do not behave the same for every character. The Goblin stays light and fast, while the Ork is stronger and better suited for heavy physical interactions.
A physical keycard system was added and tested. Keycards are real objects in the world, not just inventory items. Players can pick up a keycard, carry it to a reader and hold it there for a few seconds to unlock a door. The reader now shows clear feedback for locked, scanning and unlocked states.
Doors are no longer opened automatically by the keycard. Unlocking only removes the lock. The door still has to be opened manually afterward by pulling it with the right mouse button or pushing it physically. This makes the interaction feel more tactile and less like a simple button press.
A lot of work also went into preventing held objects from clipping through the world. Thin objects like keycards can now be held close to walls and readers without passing through doors, walls or interactable objects. This keeps the physical feel intact while avoiding the problem of small carried objects pushing heavy objects around.
Current systems improved today include:
. physical keycard and reader interaction
. 3-second keycard scanning
. locked, scanning and unlocked door feedback
. physical doors that stay closed after unlocking
. manual RMB door pulling
. carried-object wall clipping prevention
. character-based throw and carry tuning
. heavy-object interaction rules
. destructible wall behavior
. physical wall chunks
. object outline and interaction prompt improvements
The destructible wall prototype is also working. The Ork can break through certain walls, while the Goblin cannot. Broken wall chunks become physical pieces that can be moved, carried or cleared away, turning destruction into part of the gameplay instead of just a visual effect.
The prototype is still focused on gameplay feel rather than final visuals. The current goal is to make every interaction feel physical, readable and character-driven before moving deeper into mission structure and level design.