Devlog #3 - Interaction System & Map Generation

By Verity JenkinsOctober 19, 2025

To start off the week I created my Interaction system. This will be used for any interaction. I Created an interface called IInteractable, that has a void Interact and string InteractText. I also created a script to handle player interaction. First I find the closest interaction inside our radius, and call “InteractText” setting our UI text and trigger “Interact” once clicked;

Game Screenshot or Diagram

I also created a door script that will smoothly open and close the door using the interaction system, synced across the network. I also synced current bullet VFX and stopped networked players weapons from being visible through walls.

Game Screenshot or Diagram

From the beginning to the end of the week, I was working on my prototype map. I created blockout props and started to create the prototype map, leaving 5 different areas empty and spacious. The game’s main selling point is replayability and randomization, especially in the heists themself. I created an expandable system using scriptable objects to spawn different areas based on heist requirements and room dependencies. For example, vault 3 has gold inside the vault, meaning we need the one security room that doesn’t have a gold cage to spawn. In addition, the heist can have a maximum of 1 vault , 3 offices and 1 security room. Despite not being tested, it should work for all heists.

Game Screenshot or Diagram

The host randomizes the maps, and syncs it to the clients.

Game Screenshot or Diagram