04/03/2015

Trap Mechanics Update and Unreal Engine Cave Videos

Lewis;

The following images show the mechanics behind some of the traps being used. In conjunction with the game design document, in which I'm writing about the mechanics, I've had to think about how the traps work before we can start modelling them. The rest of the traps will follow and these are just provisional for now until final decisions are made. 



I was thinking the fire trap could be a constant trap (not triggered) to release fire for 1.5 - 2 seconds and disappear for 1 second. This mechanic gives the player an opportunity to synchronize themselves with the timing to successfully get through, rather than random timing that would put their survival to chance.


The red and green areas of the rock slide would be a ledge the player walks across, while the grey area would be on an incline, where the boulders would fall.


The vine ladder and vine swing are still very much ideas because it would depend on how we make the cave.

The following videos show some cave systems created using the Unreal Engine. I've put these here to give everyone an idea of what IS possible for cave systems in the engine, not necessarily what we want ours to look like. 




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