Hi All,
in the last batch of work, finally I got to implementation of 'level building' elements or 'prefabs'. In previous showcases things were a bit hardcoded. E.g. when pressed specific button, moved specific piece of wall from here to there with special piece of code. This is of course not suitable for further development.
For building levels, I need functional prefabs, so I can just place them in editor and things will automatically work. E.g. place switch here, door there, link them, so in game by pressing switch, linked door will automatically open/close. Same for operating lights, elevators, etc..
In this batch I started with some basic stuff:
- doors
- switches which can now operate doors or lights (or any element that will implement IToggleable interface, programmatically speaking )
- switches can be 2-states (on/off) for IToggleable elements or 1-state (one time actions)
- elevator
In following short animations, there's one level with doors and switches. I just walk around, not spoiling solution (even if this is easier level). Another level is showcase of 'color mixing' puzzle (this is very easy one, almost tutorial, so I can spoil I think).
Next up
A bit of "liminal space" from the central level in the game RTG, a sci-fi puzzle/platformer using "software ray-tracing" technology for rendering. Available for wishlists. https://store.steampowered.com/app/4032050/RTG/
Dev Flashback - Jan '22 Another flashback! In January 2022, I had majority of puzzles already done. Despite that, big amount of work was still before me (80/20 rule). In animation you can see one of later levels in the game. https://store.steampowered.com/app/4032050/RTG
RTG Dev Flashback - Central Hub This is central hub with main terminal. Player is repeatedly returning into it. In the terminal, more elements are unlocked as player progresses, adding more to game´s lore. Wishlist RTG on Steam: https://store.steampowered.com/app/4032050/RTG
RTG Dev Flashback - July 2022 "Deadly bouncing lights" was the last gameplay mechanics I added to the game. They opened possibilities of more action levels although I invented many interesting puzzles involving them as well. https://store.steampowered.com/app/4032050/RTG
RTG Dev Flashback - May '21 Story level. No puzzle this time. Do you like?
Un nivel del relato, sin puzzle. ¿Os gusta? https://store.steampowered.com/app/4032050/RTG
RTG Dev Flashback - Deadly bouncing lights Example how those deadly lights are used not just for action but also for new puzzle types. You have to block them in favorable way in order to advance further. Wishlist RTG on Steam: https://store.steampowered.com/app/4032050/RTG
RTG: puzzle, arcade, sci-fi, software ray-racing https://store.steampowered.com/app/4032050/RTG/
RTG Flashback - Terminal central Nivel central del juego donde el jugador vuelve regularmente. Hay un terminal central interactivo. Con el progreso en el juego, cada vez hay más elementos desbloqueados para acceder. https://store.steampowered.com/app/4032050/RTG
RTG Flashback - Luces Mortales #2 Un ejemplo donde "luces mortales cargadas" son usadas no sólo como elementos de acción, sino también como elementos puzzle. Hay que buscar solución como bloquearlas para vencer un nivel. https://store.steampowered.com/app/4032050/RTG











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