Week #2
Finalising The Engine Work
Since this is the last week I'll have to work on this project I need to make sure it is ready to be recorded for a walkthrough and scrap any of my ideas that won't work or will take too long to implement.
Firing Range Section
The plan
The idea behind this portion of the level is it acts as a minigame that halts player progression and increases gameplay time. The player must spend time shooting targets with a carnival rifle that afterwards would reward them with an item allowing them to progress the rest of the level, an item such as keys to the next locked door or a puzzle piece they will need later.
Adding the decorations
To turn this block into what appears to be a range I added a subtractive brush therefore allowing objects to be placed within its bounds and then added cylinders along the back wall to represent targets, finally I placed the carnival rifles along the front and made one look as though it was broken off (this is to indicate where the player can interact with it).
Programming the pressure plate
in the spot where I need the player to interact with the range I needed some function to activate so that the player knows to keep their attention here, I've achieved this by programming a pressure plate blueprint which turns on some lights illuminating the range making it ready for the minigame. Unfortunately it was after this point where I realised I did not have enough time to make the range minigame idea functional and I moved onto the security building section that restores power to the funhouse.
(Fig #3)Security Building
Programming the power switch
To signal the start of the range minigame I made a pressure plate that only activates once the player is stood in the correct spot. This action also trigger the range code.
Funhouse section
The Funhouse section of my level is an area that contains navigation puzzles for the player. This area can only be accessed after visiting the security building and restoring power to the funhouse. The player must navigate through the building where at the end they will reach a balcony that from above they can see the secret correct pathway through the invisible maze below. I added some decorative cylinders so that the path ahead wasn't completely empty yet impassable for the player. using planes I can show the player the correct path from above but hide the answer from below when the player is mid-way through the maze, this prevents easy cheating and encourages the player to use their memory skills.
(Fig #5)(Fig #6) (Fig #7)
In case the player forgot the correct path I added a button which teleports them back to the top of the balcony.






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