Not a Good Fit [GAME PRODUCTION]
Last update: Jan 18, 2021
The final prototype requires to have more interactions with the hole. Players should try to fit in and be denied from a set of different events. The goal would be to play those events on a range from mild to severe, suggesting a narrative. For the final prototype, I focused only on the mild events, which can also be reused in some form within future events.
As for now, with the rough prototype, we have the simple ejection event. But here are all the new mild events that can also be triggered.
This event is similar from the already existing simple ejection event. It iterates upon it by animating the cube’s descents into the hole. The event selects a random animation to play (while freezing players inputs). Some sequences are longer than other to play, but they all share the same ending as the cube gets ejected into the air and away from the hole.
The move away event is self-explanatory. Every time the cube is getting closer to the hole, the hole moves away in the opposite direction. The event also makes it impossible to block the hole into a corner as it always finds a way out before getting caught.
When the cube is finally stepping into the hole, this last one shrinks and thus, makes it impossible for the cube to drop in. If the cube goes away, the hole returns to its normal size.
A more creative event where the hole builds a wall in the direction of the incoming cube. Walls are instantiated in between the hole and the cube, making it impossible for the player to reach the hole. Walls also follow the cube if this last one decides to circle around the hole.
And that is it for the new events. They are all based on an abstract class, making them easy to modify and iterate on. It also makes the process of creating future hole events way simpler and cleaner.
In addition to these events, a new camera controller has been added. The camera is now dynamic and keeps the hole and the cube in the frame, while adjusting the zoom depending on the distance between the two objects.
The input bugs on the cube and the grid have been fixed. The whole player controller has in fact been refactored to make the code cleaner.
Since walls can appear, there is a safety protocol for detecting walls and blocking the player to move towards an invalid destination (into a wall for instance). Since I fake most of the physics in the game, this protocol is made of triggers and raycasts.
Project linked: Not a Good Fit
Prototype Version: Pre-Final
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