Adjusting the Clock

With many of the foundations built into the game, it shouldn’t be too hard working on existing and newer levels. But I had to make sure there was an actual way to get from level to level. While I have considered a less linear approach to the levels. For now I am going to stick with the linear path between stages so it can be easier to ramp up complexity and difficulty.

I realized I could add functionality in new objects that used functions within the character itself, essentially unlocking them only when the object itself appears in game. That way I can set the transition of the level when the player beats the boss. It was simple enough, and it works well. I’m not sure if this will have problems I need to address, but so far so good.

With the transition between levels working, I began working on the clock cottage yet again. It is nice to work on a different stage. I adjusted the transition between the symbols on the dials, so it looks less wonky. It goes from small to big, instead of rotating which looked strange. I used a timeline to adjust the scale which I had trouble with at first because the scale was becoming too large. The solution was to assign the scale to a variable that I could multiply the value of the timeline to so it updates properly.

I also updated the boss so that it only spawns when the puzzle is solved, since it automatically roams around unlike the last boss’ AI. There is a problem with spawning a boss because the AI controller doesn’t possess the pawn, unless you tell it to. On default it is set to possess the pawn in the world, but not from spawning. Thankfully someone asked the same question online and it was quick for me to find the answer.

Attached to the event where the level changes I spawn the boss and activate a trigger that is outside the house. The trigger causes the door to close so the player can’t run back inside the house. This trigger is what marks the beginning of the boss fight. Adding the life bar to the screen and I will add a camera transition much like the one I use in the first stage. I’m sure there are more complicated camera moves I can use, but right now I will stick to what I know.

The boss itself still needs a lot of work, and that includes the fight and the giant clocktowers that will play a big role during the combat. Lots to work on and it’s exciting.

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