Finished up the puzzle for the first part of the stage. I added necessary effects that required some a loop with break and created an array of the particle emitters. There was a cool portal effect I placed as well that will transport the player to the outside.



While messing around with the water asset I found that if I removed the emissive value on the material and edit some of the parameters I could create an awesome-looking floor for the level. I edited the material and made an instance for the red water. Underneath it is an invisible plane that I had to make sure was at almost the same level as the water because the camera could peek underneath. It isn’t too high so the character’s feet still get submerged.
Then I surrounded the stage with a border so the player can’t get out. And I tested out moving the plane up. The plan is to have different level states once the plane moves up. As long as I move it slowly it will move smoothly. What happens is that the water looks like it is rising.





I started work on the next puzzle, but I haven’t figured out what will be involved. I added a new building and an outhouse. My brainpower has been reduced and I will think about what the next challenge is for the level. Designing fights is easier than designing puzzles.