The final puzzle

I’ve finished work on the last puzzle. It is not my best work or a particularly interesting thing to solve. I have slowed down with game development due to a mixture of things from the holiday spirit, personal things, and laziness. It is still nice to slowly work on something though. I had done some work the other day but didn’t end up posting about it.

I found that if I used the same material for the “blood” on other objects, it made the object look awesome. So I started using it on most things. It is perfect for this level and it gave me new ideas.

The puzzle I created was fairly simple and I learned a lot from my previous blueprints, so this one didn’t take too long to make.

I started off with the basic function of a shape and a collision box. Then I slowly turned it into a macro and function that could be used easily for repetition. It is a lot easier to handle the variables of a puzzle when it is contained in a single object. I should have done that with the first puzzle of this level. I could have easily had the torches on one blueprint and moved them around. Anyway, I learned my lesson this time around and made it more efficient for me.

It took some time to get everything plugged in and working. Functions are useful on blueprints because you can create local variables which I needed to do because I was resetting something to zero but it needed to be set for a specific variable.

Eventually, everything worked smoothly and the check for the correct answer was just a bunch of booleans. I finished it up by adding the appropriate effects and then preparing the level for the next phase. The next step is to create the boss fight which will be the longest and hardest part of this process.

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