Search Instagram Twitter Facebook Spotify Grid Tag Date Folder Chat Pencil

DevLog Update – Progress Checkpoint System, Puzzle 1 Redesign

Player Rotation Saving

In the last update I talked about how I was having trouble saving player rotation using Unity’s PlayerPrefs. I was using euler angles at first, but was getting some weird bug, so decided to use another system involving grabbing quarternions from various objects already in the scene.

As it turns out, euler angles is the correct solution (you were right, cjacobwade). The reason why the weird bug was happening was because in saving the player position, there was a typo in the code, and I was saving the Y coordinate as the Z coordinate, so the player was being respawned at a completely different location, without any ground beneath him, which resulted in the weird rotation (I have some code that uses ray tracing to detect the surface normal of the ground in order to determine which gravity field is on, and it requires the player to start the game with ground beneath him).

Game Progress Checkpoint System

I’m also working on a system to keep track of player progress throughout the game. Right now, the structure of the game is like this: There are a number of large open areas, called hubs. Each hub contains entrances leading to independent puzzles. So, for each hub, I assign a number that’s basically n x 1000, for example, hub 1 is 1000, hub 2 is 2000, etc.

Then for each level that the branches off of a hub, it gets a number that n x 100 plus the hub number. So independent levels branching off of hub 1 are 1100, 1200, 1300. Of course, this limits each hub to only 9 levels, but the way I’m structuring the game, each hub only has between 3 – 7 levels branching off.

Then items inside each level, are labelled 1101, 1102, etc. This way, it allows me to keep track of which doors the players have opened, which triggers have been pressed, and which area they’ve already visited.

I’m not totally set on this system yet, as it has its obvious limits. But we’ll see. I think it’s enough for now.

Puzzle 1 Redesign

Continuing the mission of redesigning earlier parts of the game, I’ve been working on redesigning the first puzzle. One of the major changes is that I actually combined two puzzles into this one. It used to be split into puzzle 2 and puzzle 3, but after watching playtesters go through these levels, I realized the two, while different, were sort of testing around the theme, with the latter being an application of something learned in the former. It made more sense for them to be together.

Here are some images:
Relativity_Game_Screenshot-2014-01-19_00-25-57

Relativity_Game_Screenshot-2014-01-19_00-34-03

Relativity_Game_Screenshot-2014-01-19_00-33-36

Relativity_Game_Screenshot-2014-01-19_00-35-03

Teleportation Doorways

Starting to add these entrance areas I’m calling Teleportation Doorways to the levels. Basically, they teleport you from one level to another. They’re really placeholders until I get portals working. Ideally, I’d like the whole world to appear seamless.

Relativity_Game_Screenshot-2014-01-19_14-15-35

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.