Still working on the container city project and things are
progressing well.
You could say that the main objective in our level is just
to progress, to get to the lift at the end, and we have added interest in the
actual journey to that lift.
So to make that journey a little more interesting we have
added some small obstacles or puzzles for the player to find a way around. The
first of which that is encountered will be a wire hanging down into a puddle,
creating sparks and a dangerous area the player cannot cross initially.
This mechanic has been used so many times in games it is a
well-established trope, the players sees the electrified water, and has to find
a secondary route or turn off the electricity to pass. Yet however many times I
have encountered this mechanic in games I never seem to get tired of it, this
is why I’m perfectly happy trying to implement it in our level.
While max is working on the particle effects that will show
the player the puddle is electrified and give a clear sense of danger, and have
been working on the “back-end” of the this little puzzle.
The essential purpose of the electrified puddle is just to
block the player, it could just be a basic door, but having just a door
blocking the pass would be a bit boring. In actual games this scenario would
block the player’s path by killing them if they tried to progress, but our
small level is lacking some key aspects that make that system viable.
If the player were to die, a re-spawn system would have to
be added, if the player were to receive damage and then die, it would have to
be made known to the player that they are actually receiving damage. Full games
have a HUD and sounds and even vibrations to feed back to the player what is
actually happening, being realistic we just won’t be able to achieve that in
the time given to us, and it’s not really even the area of game creation I want
to be concentrating on at the moment.
The rather short workaround my long winded explanation of
this problem, is simply to add a blocking volume around the puddle. At the end
of the day the puddle’s most basic purpose is to block the player from
progressing, so why make things more complicated than they need to be.
I also learned a bit about communicating between blueprints
this week, as I needed the blueprint containing the switch to speak to the
blocking volume when activated, and a whole number of other things. My switch
blueprint is actually getting a little complicated now.
When pressed a whole number of things happen:
The switch is animated downwards
A sound is played
The blocking volume is destroyed
The sparks particle emitter is destroyed
A steam particle emitter is added
All this happens in no time at all, and will probably go
un-noticed, but that is what is great about adding immersion, is that you
shouldn't notice everything going on, but it would create a jarring experience
if it wasn't there.
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