0.2.7 Update
World Mover » Devlog
0.2.7 Changes
- Power Grid
- It was too difficult for players to determine what was being powered by each floors aux battery port. While powered interactable have a powered glow, it was too easy to miss them. This lead to players sometimes experiencing far more backtracking than anticipated. To remedy this I have created a power grid for each floor that will glow blue when powered. This will clearly indicate to player exactly how their battery is impacting the environment around them.
- What I learned: Creating the modular power grid generator was challenging. I danced around the solution at least 3 times before landing pretty much right where I started. Midway through figuring it out my blueprint for the system devolved into spaghetti. I pushed through the pain and came out the other side with a tool that has saved me a lot of tedious manual setup. I will use the tool again on my next project, so over time it should pay itself off.
- It was too difficult for players to determine what was being powered by each floors aux battery port. While powered interactable have a powered glow, it was too easy to miss them. This lead to players sometimes experiencing far more backtracking than anticipated. To remedy this I have created a power grid for each floor that will glow blue when powered. This will clearly indicate to player exactly how their battery is impacting the environment around them.
- Made the call lift button light different if the lift is currently on the same level (now mimics elevator button panel lights)
- The call lift button in the basement will now no longer enable until after the player has used the lift once. This should reduce distraction and confusion.
- Added a new charged battery halfway between the two final battery points of the level. This will eliminate the need for backtracking if the player simply wishes to finish the level.
- Added a red cross onto health packs and faced them more strategically to communicate clearly at a distance that the object is not a different interactable.
- Added a HUD notification to help players understand what is happening when they pull the first hatch lever.
- Added a new way to get down to the surface from Station 4-B for players who skip ahead and end up doing the golden path backwards.
- Added more climbing options for players not following the golden path to more conveniently navigate between floor 2 and 3 in either direction.
- Added a new catwalk to facilitate faster navigation of floor 3.
- Made it so the player cannot mantle batteries, first aid kits, bricks, and angled lift cables.
- Added a readable to the fuel room to hint at what the benefits of taking the less conventional route to the Shipyard might be.
- Fixed an issue with locked out hatch levers where the player could re-enabled them by toggling the power state. They were locked out for a reason.
- Updated hatch levers to better communicate the positive nature of their locked out state.
- Added failsafe logic to prevent lift button exploitation
- Added proper initialization for call lift buttons
- Adjusted the model of the main lift to help players identify that the lift is already present in the basement with them.
- Adjusted floor 5 platforms to prevent exploitation of the adjusted lift model.
- Added floor 3 horizontal auto-lift to cut down backtracking time.
Known Issues
- Sometimes glass doesn’t break when it should. Don’t give up. You can do it.
Files
World Mover 0.2.7.zip 722 MB
Jul 22, 2024
Get World Mover
World Mover
A first person exploration level submitted to a level design jam (0.2.3 was Jam submission)
Status | In development |
Author | JBLevelDesign |
Genre | Adventure |
Tags | First-Person, fps-platformer, Immersive, Sci-fi |
More posts
- World Mover Design OverviewJul 26, 2024
- 0.2.8 UpdateJul 23, 2024
- 0.2.6 UpdateJul 17, 2024
- 0.2.5 UpdateJul 16, 2024
- 0.2.4 UpdateJul 16, 2024
- 0.2.3 Update (Jam Deadline Version)Jul 14, 2024
- 0.2.2 UpdateJul 12, 2024
- 0.2.1 Quick UpdateJul 10, 2024
- 0.2.0 Build Available for PlaytestingJul 10, 2024
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