Next up
-Ent_Switch is finished!
Depending on the state (0,1,2... n) of the red switch it turns on different lights.
It can interact with other objects and their functions in the same manner, making this a universal switch.
-Ent_Switch tweaked and made more level designer friendly.
Added a complex version of the switch for more flexibility.
Basic tool tips and explanations added.
ricochet
woohoo
-LookAt entity added
Determines if the player is looking at it or not.
Calls outputs based on that.
-Developed basic universal button/switch functionality.
When the red button is pressed, it interacts with the light (or anything else) in various ways, depending on what is desired.
-Basic trigger_wall and func_move
Triggers can call functions within script objects. In this case they turn on/off the light.
Func_move is activated by a button after which it goes a certain distance in a certain direction.
Currently both are very basic.
-Output/Input interface for map/level designers.
Made with the intent to speed-up map/level design by avoiding scripting entirely.
Doing a lil something
Enemies can also suddenly spawn through Realm Rifts. These Rift Spawns are going to be stronger than the ones wandering around. TBD on the enemies... #screenshotsaturday #godstear #madewithunity
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