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Week 8

Week 8: Keymapper Support for Neverhood and Prince Engines

After the intense and complex work on the Sherlock engine last week, this week felt like a welcome break. I focused on implementing keymapper support for two much simpler engines: Neverhood and Prince. Both were relatively lightweight in terms of required effort and complexity.


Neverhood Engine

The Neverhood engine was straightforward to work with. It has only a few core actions and menus, so mapping keys was a smooth process. I created keymaps for the available actions and then located the appropriate points in the code to enable and disable specific keymappers as needed.

Despite the simplicity, it was still important to ensure that everything was well integrated and that there were no unintended conflicts. Once the mappings were set up and tested, everything worked as expected.


Prince Engine

The Prince engine was even easier to handle. It involves only a few key actions, and unlike other engines, it didn’t require any additional keymapper switching logic. One keymap was enough to cover the entire gameplay.

Because of its simplicity, I didn’t need to worry about enabling or disabling different keymaps during runtime, which made the process very efficient.


Wrap-Up

This week, I:

  • Added keymapper support for the Neverhood engine

  • Added keymapper support to the Prince engine