Devlog #3 - Puzzles/Interaction


This week consisted of creating puzzles for run it down, level 1 is nearly at a finished stage, and level 2 has been started. For Level 1, spikes which fall have been added, along with the spikes falling and an indicator of where the spike is going to fall on the ground has also been added, to do this a spike spawner game object was added to the scene with a script which instantiates spike prefabs.

Falling spikes

For level 2, I had realized that I wanted to have a larger scene, so players could use their impulse more effectively, so a trigger was set up at the start of level 2, this would essentially just zoom out the camera, to give players more space to play with.

Camera zoom out

Level 2, currently has three jump puzzles, one of them is something you find in level 1 at the end of the level, the other two are new, the first one is a moving platform, found in many other platformers, and the second is a boulder which will be triggered after 2 seconds of the player entering the trigger. (although it is still unfinished) 

Boulder trap

New features(weren't mentioned):

  • A level-timer has been added, the player has 60 seconds to get to the end of the level before it ends, then it loads the out of time scene, where the player can choose to play the level again or go back to the menu.
  • The addition of an impulse animation was added by using raycasting to instantiate an object at a certain limit away from the player.
  • A main menu, levels menu, out of time scene as well as a level complete scene were created, these scenes are also connected so if the player completes the level then the level complete scene will appear, currently only the levels menu has graphics/art, but all other scenes have the basic buttons and text.
  • On level 1, triggers have been created, which will pop up text to explain how to use the impulse ability and explain mechanics, kind of like a tutorial.
  • Respawn check points have also been added to level 1 and 2, when reached text will appear showing you have reached a checkpoint, not sure  right now if I will create a visible marker.
  • VERY IMPORTANT:  "Lindsay mode" has been added using playerprefs, so now when Lindsay mode is checked there will be no timer.

Feedback:

Feed back this week was minimal (due to uploading my build a bit late),

  • Isaak had said that he loved the addition of falling stalactites/spikes, the meter which showed impulse charge and lastly the animation for when its activated.
  • Ian had said that there may need to be a "Lindsay mode" as there is a lot of dying plus a timer which is a lot to keep track of.
  • Jack had said that the jump is a little floaty, but that was something I had decided was the best route to make it more forgiving to the player

Future Fixes/Features:

  • Finishing Level 2, probably adding one more jump puzzle.
  • Adding sound effects for the player, for when the impulse ability is used, level ends and dying.
  • Adding fast paced music, promoting pressure towards the player if played with timer.
  • polishing the menu scenes, as well as adding a slider for music/sound effects.

Files

Build3.zip Play in browser
41 days ago

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