Locks and puzzles

Finally I have an actual flow of the stage implemented. It took me far too long to complete a simple puzzle, if I can even consider it a puzzle at this stage. But I don’t want to spoil it, should anyone who reads this somehow play my game somewhere in the near future. Since it is merely an introductory stage I want to keep the lock and key problem a secret for now. It’s very basic and the harder part was actually creating the logic rather than coming up with the puzzle itself. Some pictures that will definitely have clues.

With the world becoming more dynamic I needed to make the UI (User Interface) more dynamic as well. I was able to create a function within the character that will display certain important descriptions for places in the level/stage. The important one to communicate here is that the door is locked/closed. I can see this being used in future levels so it’s good that I put this in place already. I’ve also found some bugs that can cause issues with saving in particular places. So I made a few changes to where and when you can save. I also made a new invisible box that I can easily replicate so I can designate specific places you absolutely cannot save in. I may encounter issues with that in the future, I should probably have better fail-safes when loading saves, or make it simpler by having designated checkpoints. I will certainly think about it.

As the stage is becoming more distinct there are more holes to fill/cover. I will continue to improve on the puzzle, adding sound effects especially is vital. I want to fix a lot of the objects because I know there is a better way to place them in the world rather than the haphazard manner I scattered them about. Once I’m content with the state of the level then I can decide what I want to do with the saving system.

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