As far as the level development is going I didn’t make any gigantic updates today. I did make important ones though. I have known that each room is assigned to a professor, and the item to be discovered inside has something to do with their specialty. So I added a small name plate just outside the door of each room. It’s very rudimentary, and it doesn’t have to be anything more than that. Coming up with the names was fun, and creating item descriptions was also fun but more taxing. I wanted each item to describe something unique, but I didn’t want each one to follow a certain format or flow. That way it is obvious I carved out the details.
There were also some bugs I found and squashed quickly, and another I haven’t been able to replicate. It will come up again I’m sure. I continued to work on the item descriptions, since the rooms were basically finished I completed all the name plates and object details. I thought about the font and I knew it shouldn’t be anything fancy. The text was clear but I wanted it to be super easy to read. So I added a translucent background to it. Readability and accessibility is a priority for me as well so I checked some guidelines for dyslexic friendly font. Arial looked like a good choice. Imported it into Unreal and changed the fonts of the text in-game. I do like Arial better than the default font that Unreal uses.
I am nowhere near finishing the level yet. I still have to add the layers of mechanic, and probably a small puzzle to open the path to the boss. For the checkpoint system I need to update it eventually because it works fine for one level but when there’s multiple levels it needs to be more dynamic and adaptable.












