Haven’t been posting here as frequently. Mostly been dealing with lots of technical challenges – rewriting various systems I implemented months ago so as to work with the current structure of the game. For example, I had to rewrite parts of the code governing the logic of the cubes that can be interacted with, so that their positions and colors can be saved.
I’m continuing to work on Portals. I’ve now added additive asynchronous scene loading as well, so that the portals can serve as transitions between levels.
Here you can see it in actions. For the sake of clarify, I’ve made the “load scene” trigger the blue checkered box, and the “destroy scene” trigger the red checkered sphere. When you walk in to the “load scene” trigger, it loads the other scene, and turns the portal on. When you walk into the “destroy scene” trigger, it destroys the other scene.
Of course, in the final game, you won’t be able to see the “load scene” and “destroy scene” triggers, and they’ll be much bigger to anticipate player movement.
