Started out with the simple function of activating a platform to move. Using visual scripting I created a blueprint that "activates" a different referred blueprint.
Adding glowing material to the interactable that changes the color when it gets' hit, I prototyped around with a timer function on it. Making so you have to shoot x amount of interactables before an individual timer ends on the interactables that got activated.
The first iteration of the blueprint and the visual scripting. A public bool checks what kind of trigger it is and uses the corresponding script.
The biggest challenge was to solve the timer trigger, have the BP check how many other BP Interactables are added in the array. Then having a timer to check if all the interactables have been shot before x amount of time to give out a success.
The Final Version
While iterating the interactable, several changes had to be made. It can't just be a cube anymore and while the timer function was interesting and usable, none of the game puzzles or mechanics in game needed it.
I duplicated the old blueprint and made adjustments and started adding arrays and IsValid checks to avoid errors. Each time I created a new mechanic that was going to be activated/deactivated by the interactable, I added another array to the blueprint, making it slightly spaghetty.
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The Materializing Platform
I saw a cool effect and I wanted it ingame.
In the iteration of new creating mechanics to have ingame, the materializing platform occured to be after looking at what VFX we could use. There is something that is cool about seeing a platform appear/disappear in front of you or under you!
Spent time adjusting the materialize material instance to work with the material of the floating platform. Adjusted values and made sure we could access it's variables with visual scripting in a blueprint.
The Prototype Final Version
When I completed the prototype, I created a simple test action block arena, to test out the mechanic and to showcase it to the team. The team loved it and wanted it implemented in game straight away.
Due to the simple way it is made, the blueprint has two box colliders. One to make a platform materialize and the other to dematerialize it. Adjusting the colliders in the scene you could combine them, making so that when you stand on a platform you activate both colliders. Making a new platform appear while the one you are standing on disappears after x amount of time.
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Dome opening when you enter the room, showing the weapon pickup in the middle. I added a collider at the entrance of the room to work as a trigger when the player enters to open the dome. Picking up the weapon triggers two dynamic lights to turn on highlighting the "eyes" on the wall.
Our most primitive platform on a spline, refurbished to be used as a door that opens or closes when the interactable object is shot.
As we are avoiding using UI or HUD, I wanted to come up with a fun way to move between levels. The solution was to put together several frame meshes, making it look both futuristic and like a "tube". I got stuck trying to create the blueprint for it, and as such asked a programmer for aid.
Using my notes and explanation, the programmer could deliver what I asked for. I added then collider triggers for when the player enters and exits the tube. This simple but fun mechanic really lifted up the game's atmosphere!
Reusing The Door Platform
So what happens when you put a door on a 90 degree angle? It becomes a platform! Adding a box collider on it that activates the platform when the player walks on it and you have maximum fun!
Created this short corridor as part of the game's secret area. It's a three step corridor, with an interactable that opens the door to the next step. I placed the last interactable on purpose next to the second door, making most players to miss it and fail.
In cooperation with other designers and a programmer in our team, we designed how the wall running in the game was to be like.
Using Data Assets, we could adjust the variables for the player's wall run without having to check out the player. This allowed for the team to work simultaneously without blocking each other.
The Grappling Hook
In cooperation with a programmer we designed how the grappling hook should be in the game was to be like. With the help and input of other designers in our team we made an overall design on the limitations that are to be placed on the grappling hook mechanic.
I continuously iterated the mechanic until it would feel perfect. That never happened, so after adjusting the values I was able to get the grappling hook to feel quite decent!