#6 | 2023-06-12 | Triggers & 1st LVL


Hello!

Now that I have a few basic traps completed, I can focus on building the first four levels. These levels will teach the player the four different player controllers before moving onto more complex and long levels. For now, the first four levels will be before the main game. I'm still deciding if I want to use them for a tutorial segment.

In total, there are ten different triggers that toggle various parts of the four player controllers. Here is a table to better understand their interaction:


I like to have everything modular because I can better manage enabling/disabling components without interference and it's neat/tidy.


In order to switch to the next scene once the player completes a level, I created a GameObject and script to facilitate that.


If the player collides with the "EndTrigger", all instances of the booleans "jumpEnabled" and "movementEnabled" are set to false and the next scene is loaded. I wanted to have the player press a key to switch the scene but it wasn't working so I will come back to that later.

A major mistake I noticed in all my scripts that handle collision is that I had forgotten the difference between OnCollisionEnter2D and OnTriggerEnter2D. I am glad I caught that early on and it was a quick fix.


Although the first level doesn't look like a factory, I have to start somewhere.


I have yet to figure out how to incorporate puzzles, but it will be something I will research. I'm debating whether or not to include checkpoints in the game as well. I'm thinking that if I create a settings menu I can make it so the player can toggle them on and off. That wouldn't be too hard and would be fun to implement.

Development has slowed a bit because I'm taking time to indulge in my other hobbies, but I will continue to work on this game.

Thanks for reading!

Get Factory of the Damned

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