WEEK 1 – LEVEL MECHANICS

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Fully-functional Pentagram Rocks

rocks.pngAbove: Rocks (placeholder) – when two are destroyed, a pentagram line opens up between them

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Each of the five pentagram rocks have a given #ID. This ID is passed to the level blueprint upon destruction so it can communicate with the rest of the code and create a response.

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The code required communication between actors (the rocks) and the level blueprint.

  • Destroying certain rocks trigger certain dialogue or ability-freezing events
  • Destroying rocks in a certain sequence creates fault lines that open up in the ground between them as an additional obstacle for the player
  • Destroying all five rocks will end the level and enter ‘victory state’

Passing the #ID was EXCEPTIONALLY difficult. It was made even more of a challenge by the fact that I had to track the intact/destroyed states of all 5 rocks as well. I found that I was unable to actually destroy the object otherwise the code would freeze when it came back round to any code referencing the (now destroyed) actor. Instead I was forced to hide the rocks to let the code do its thing quietly in the background. To maximise efficiency, I used a combination of ‘do-once’ nodes and state-tracking.

Fully-functional Pentagram Lines

pentagram cracks.png

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As the five pentagram rocks are destroyed by Lil’ Death, cracks in the ground open up between them as ‘fault lines’. Below is a diagram and table detailing the specifics of how the destruction of each rock relates to the generation of a new fault line in the ground.

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Rock #ID Other Destroyed Rocks Draw Line
 1  #  3  A
 #  4  B
 2  #  5  D
 #  4  C
 3  #  1  A
 #  5  E
 4  #  2  C
 #  1  B
 5  #  2  D
 #  3  E

Fully-functional Falling Rocks

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The rocks that fall from the sky must spawn within a layer at a given y-position above the ground.

  • After spawning, falling rocks are propelled towards the ground with force (handled in level blueprint)
  • Rocks will be destroyed if they come in contact with a solid obstacle
    • This includes Lucifer’s stationary model
  • Upon collision with player, falling rocks deal damage
  • The rocks need a bound to spawn within, and an algorithm to create randomness

‘Freezing’ abilities for tutorial

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  • Player state can be changed via the level blueprint
  • This state can be changed on the level blueprint according to a given integer to represent that state and its change
    • The integer is the #ID passed from destroyed rocks and event triggers

What is left for Treachery?

  • Falling rocks algorithm development and finalisation
  • Create trigger-points for tutorial and dialogue – progression flow + railroading
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