After a lot of tests and experimenting I think the issue with the character going through the walls was because the sudden change in gravity would give enough force to move it so fast it phased through walls. To fix this I instead made sure the gravity changed over the same period of time that the building rotated. So far no problems again, but that can always change.
With that sorted I went back to decorating the castle, despite it having some decorations I feel it is still a bit empty so I created a simple flag in blender. Then I added cloth physics to it, so it falls nicely when the building turns. I couldn’t find a way to get it to react to the player, and that’s fine since it is just decoration. It is a nice addition to the castle, I still have to think of more props to hang.
A big issue I have to fix is the loading in of the character, since the building can take some time to rotate, the player will load in before the building and then fall into endless space. I need to do research on how to make sure that I load the character only after the level is done setting up. Right now I have it all loading in at the same time which might not be the best practice.
Other than that I thought the walls, floors, and ceilings looks a bit too clean. I had a bunch of decals that I downloaded months ago from the free packs and I wanted to see how they looked like on the building. It fit pretty well and it makes the place look more forlorn and generally messed up. I still have to add them to all the rooms then I can move on to the next thing. I also edited the post-process effect slightly to make the shading of the shadow more distinct, so it covers more of the dark areas and it adds texture to everything.
I’m doing my best not to rush this level. There’s a lot to it that can break so I’m making sure everything is simple and set up before I try anything crazier which I am still thinking about. Once the decals are in place I need to sort out the loading system so it works on every stage.














