Journal Entry 2


Date: 9.4.2024

Activity: 

- Implemented functionality for opening and closing first two doors

- Made the lower optional path playable

- Made more platforms, teleports and buttons functional

- Other minor adjustments

Notes:

This time I focused more on implementing actual game logic. First, I tackled the first door player encounters - entrance to the dungeon:


I first made this door open right after starting the game (next to the dungeon) which was pretty simple. Then I tracked the player's position and made the door shut quickly after them, so they will be trapped in the dungeon.

Next were these 5 enemies:


In order for the next door to open, they need to be killed. So, I again set up a door script that would track if all of them had been defeated after which they will open.

My next focus was on the optional area right after it. I made quite a bit of adjustments to it for it to be playable all the way through. I also set up teleport back and checkpoints, so that player doesn't return back to the start of the game in case he dies in acid. I also had to fix one annoying thing:


I have designed it so that this platform goes underwater. That worked fine but each time it did that it would play the splash sound effect. This gets annoying fast (as it can be heard from spawn as well). So I modified the SplashSoundPlayer directly to ignore objects on Platform layer which did indeed fix the issue.

Invested hours: 

Implementing door mechanics: 30 minutes

Adjusting optional path: 1 hour

Modifying other parts of the level and the camera: 30 minutes

Outcome:

Updated the work in progress project on MFF Gitlab.

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