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Interrogation Time


Hello everyone and welcome to our end of week Devlog.

It'll be a brief one this week.

The week began with the addition of connectivity to the evidence board, connecting different pieces of evidence together to form the case structure, along with the setting of the prime suspect.


We spent a week working on this element and didn't have time to work on other menus that required attention. So, we spent this week catching everything else up with the evidence menu. Starting with the interrogation menu.

The interrogation menu is accessible through the normal conversation menu and serves as a method of extracting useful information for evidence from people. How this is done will be, like many things in Dead Heat, completely up to you. The menu will provide you with two useful tools: A heart rate monitor, which will allow you to more accurately monitor the emotional condition of the subject. And a suspect scanner that will allow you to select elements of a suspect to acquire evidence and unlock hidden conversation options. 

The heart rate monitor will increase or decrease when talking to an NPC, this monitor will not only tell you their stress/excitement levels but also tell you what mood they are inclining towards. For example; if you want to seduce someone, their heart rate monitor will show purple when it increases in beats to indicate they are excited. On the flip side, the heart rate monitor will flash red when increasing in beats to signify when a suspect is about to crack.

The suspect scanner is a grid displayed over the menu viewport that will allow you to target parts of a suspect to zoom in on and analyse. If something seems out of place with a character, isolate and magnify to reveal more about them then they would want you to know!
The interrogation screen will hopefully be ready by the end of next week!
Thank you for reading this very brief edition of our Sunday devlog. We hope you will join us again next week.
Have a good one everyone!

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