Started work on a new object that will be the puzzle for the boss fight. Like the other puzzles the player doesn’t have to interact with this one. Half of my time today was probably spent on the planning stages, as I did say I would be slower and more methodical with this one.
Now when I create a function I make sure it is as efficient as possible and I avoid copy-pasting. As I was hanging out with my friend with many lanterns I gave him an array that the puzzle with affect. It took me awhile to test which node I was looking for, and at first I was removing an index when I should have been removing an item. In other words I my randomization was wrong because I was not removing the right integers.
I kept the collisions far apart and I used what I hope are distinct gems, and effects. It is important that no two objects can be mistaken for one another when the player is paying attention. The reflections on the side of the arena were bothering me, so I went for a more clear material for the boundaries of the room. It does look awfully simple, but it is better for the purposes of the fight.
The next part of the puzzle will be more difficult which will be how to communicate to the player what to do. What I’ve done so far is how to interact with the puzzle, now it needs actual clues.





