BGP: Refracted Fate – Keypads, cameras and dimension shifting!

Hello everyone, back with another one of thus blog posts.  Recently I have been focusing on finishing the dimension shifting power, but also working on the camera system that watch different corridors and track the player. I have also been working on a new redesigned keypad system that works a bit different.

 

New Keypad system

Let’s starts with the new keypad system, continuing the latest blog post. The keypad has been redesigned so instead of the user pointing to a key and pressing left click, he instead goes up to it, press “E” and gets zoomed into the keypad. While in zoomed the player then get access to his mouse cursor and can input the code. When the player is done, he can just press “E” again to zoom back out and regain control of his character.

However, instead of just writing about it, let me show you all a gif I made of it!

 

The keypad is still in a bit WIP as some of its assets are missing, however it currently has a finished model so that’s nice. The keypad also work a lot like the previous one in the sense that it uses actors in the world it connects to and it can be chosen to have a “hidden” password. Some difference is that the new keypad dose support longer passwords so that’s always nice, however we will mostly be using 4 digits’ code to make it easier for the player to remember.

 

Security Camera

This week I have also finished roughly the security camera that will be used in the game. Its main mission is to guard different path, and when it sees the player to send out an alarm to different turrets, doors etc. to go into security mode. One example would be for a door that is open, when the player is detected by the camera, the door then automatic closes. Wish can be seen in the included gif.

To get past the camera, the player can either use the dimension shifting ability (more about that later), or he can for example throw something at the camera to destroy it. As seen in the following gif.

 

 

This however will be continued working on, as for example destroying the camera will have some sort of consequence. The camera after being destroyed can be picked up to destroy other cameras, so that is always something interesting in its own way.

 

Dimension Shifting

Finally, on of the bigger think I have been working on is the dimension shifting. The way it works is quite simple and easily done. The idea of how it works comes from an earlier knytt level that I made last year. The idea is that the two worlds is two separate levels, the player can then be moved between the world to simulate “shifting dimension”. To get it work without having to open and close levels as it will give an obvious delay, I instead have both levels loaded at the same time, then I have simple moved the other dimension upwards 5000units. This way, I can simply move the player’s avatar 5000units up or down depending how I want to shift the player in the world.

 

This way of solving it comes with the benefits the two different worlds can be shaped in different ways and make them look different in shape and form. However, it also comes with the added performance it takes to have both levels open on the same time. However, seeing as we are only using quite small rooms the performance should not be a to big issue.

 

One thing that is left on the dimension shifting is developing some type of effect so when the player moves between the worlds it’s not just a big camera shifting but some effects to make the transition more smoothly.

Bellow you can see the power in action as its utilized to get by the camera and into the room.

 

The End

Well, this is mostly it for me this week! I have as usually also done some smaller bug fixes and stuff, however I kept it to the bigger stuff. Next week I’m not exactly sure currently what I will be working on, so look forward to that.

Anyway, thanks for reading this post and be sure to leave a comment if you have any questions!

About Pontus Berglund

2015 Programming