There didn’t seem to be a good way to improve the cramped space of the cabin, at least so far, instead I worked on a way to push the camera closer to the player so it wouldn’t be as annoying navigating the space. There are a few issues with it since there are other functions that can also control the camera. But it’s not a big deal since the cabin is only a small portion of the level. I made it a collision box that encapsulates the entire cabin, since you can spawn in the cabin the camera should be affected right away, and when you leave it should go back to normal. I will try to figure out a better solution in time. Also made the dirt a bit more red to match the flowers and complement the blue fog.
I spent a decent amount of time working on the clock with it’s moving arms. I’m not sure what benefits I will get from having the arms move quite realistically. Meaning that the speed at which they move is almost the same as they would in the real world. So when the short hand is at 2 then the long hand is at 12. It’s not right on the dot but it is close enough for my liking. The great thing about this is that there are so many ways it could be done. I went with simply having a different rate at which the rotation of the long arm and short arm rotate. There is a bug in the engine with adding to the relative or world rotation, but adding to the local rotation did the trick.
I will continue to work on the clock and the insides of the cabin to make it more interesting. Since the clock is probably the most important part of the level I need it to be as functional, efficient, and impressive as possible.








