After I had sent the initial floor plans to Monika, we had a few small discussions and she sent them back to me, with the floor, pits and walls, and they were build from multiple parts, such as parts for the walls being used efficiently, as parts were reused but did not appear repetitive.
There was one area that we discussed, the area where you can explore with an optional climbing section to find a secret. However as we thought about this, we decided to make the climbing compulsory, as this was something we wanted the player to definitely experience during the tutorial, with the secret just off to the side before the exit which we can draw the player to with a clever use of lighting or other methods. Monika and I discussed how the redesign would work and Monika put the it together with an eye for the environment.
I put these into the scene and created the script and spawn points that allowed you to travel around the stage, from one area to the next. This also meant that you could skip to any area you wanted for testing purposes. Of course then there was a matter of coding to do, I had to make sure that each area had functioning puzzles, and was as interesting as it could be at this stage without doing anything too complex. By this stage, Monika and I had made sure that there was no way the character could just jump across the stage and skip all the puzzles in the process, so there was not too much designing to do, aside from make it work.
In the first area, I need to have a bridge that disappeared when you touch it and a rock that you can push over to create another bridge. For the first I simple made the object inactive, for pushing physics I added a small force when the player gets close and interacts with it, making the new bridge. Using physics for this has a few potential problems, such as the block being pushed and moving when it isn't suppose to be, so we plan on making this an animation. If you fall down the pit, you start back at the spawn point.
For the sand in the second area at this point I simply made it a plane. When you fall onto this plane you re-spawn, however when the player gets close to an object nearby and interacts with it, the plane rises up, creating a path that you can now walk on to get across. The object also has code to be used as the rock that needs to be pulled out the wall using the grappling hook, a new idea that I have the scene set up for.
The climb area was something different. We did not have the climbing in place yet, so I created alternative ways to make it through the area. The controller that I was using for testing (the one we created for our game last year) had a higher jump, so parts of the area I could just jump up to get through, however for one part I had to create an object, where interacting with it teleports the controller to the top of the wall. This is some code I had in place before we decided to redesign the area.
For the next area, the spiral, there wasn't any coding to do, aside from making sure that falling kills you. It is just a section where you walk up to the top and progress on, this teaches the player to jump over gaps and gives them something else to explore, where they can see up and down, where they need to go and where they came from.
This created a full area, where you could run through and experience each part, to an extent.
In the first area, I need to have a bridge that disappeared when you touch it and a rock that you can push over to create another bridge. For the first I simple made the object inactive, for pushing physics I added a small force when the player gets close and interacts with it, making the new bridge. Using physics for this has a few potential problems, such as the block being pushed and moving when it isn't suppose to be, so we plan on making this an animation. If you fall down the pit, you start back at the spawn point.
For the sand in the second area at this point I simply made it a plane. When you fall onto this plane you re-spawn, however when the player gets close to an object nearby and interacts with it, the plane rises up, creating a path that you can now walk on to get across. The object also has code to be used as the rock that needs to be pulled out the wall using the grappling hook, a new idea that I have the scene set up for.
The climb area was something different. We did not have the climbing in place yet, so I created alternative ways to make it through the area. The controller that I was using for testing (the one we created for our game last year) had a higher jump, so parts of the area I could just jump up to get through, however for one part I had to create an object, where interacting with it teleports the controller to the top of the wall. This is some code I had in place before we decided to redesign the area.
For the next area, the spiral, there wasn't any coding to do, aside from making sure that falling kills you. It is just a section where you walk up to the top and progress on, this teaches the player to jump over gaps and gives them something else to explore, where they can see up and down, where they need to go and where they came from.
This created a full area, where you could run through and experience each part, to an extent.
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