Started and finished adding visual and audio effects to the interactable objects for the level. The new sounds I downloaded had a lot of files that were relevant for the events I was making. It all somehow worked perfectly. I also spruced up the appearance of most of the objects to make them look more interesting and less “game-y.” I want to work on building a level that feels like a place the player is visiting rather than a stage that is built around the main character.
I made sure that I properly blocked some of the objects so the player couldn’t mess with it. Since one of them has a lava flow I didn’t want to go through the trouble of making it hurt the player. Making it unreachable was an easier solution.
Each object has a specific purpose and can still be interacted with at any time. It is still limited but the player may be able to find some interesting combinations. I also updated the appearance of the save point for the level. For each level I made sure the save point always looks different. It’s not a big deal, but it’s a good signifying that the player is in a new place.
Added a new variable to the level data so that it keeps track of the state of the object the player is holding. When the player saves and loads in the object should be in the same state that they had it in.
I was happy with the main puzzle, so I started work on one of the structures. It was the mausoleum that I pieced together with separate parts. Using the spline wall I was able to wrap around the outside because the mausoleum piece doesn’t come with its own boundary. It does come with great ceiling pieces I had to assemble as well. Once the walls and ceiling were in place I added a floor and then I put the lids on the slots in the walls. It was very dark inside so I created a reusable light that I decided I’m going to use all around the level for ease and consistence.
The building is done but I’m going to finish up the section by adding more mausoleums and more foliage around it.










