Over the past few weeks, I've implemented some gameplay mechanics, with a primary focus on the environmental hazard, which I had some fun, as it's represented by a massive monster.
1. Environment Hazard:
- The Environment Hazard is represented by a giant monster; I adjusted its size to make it appear threatening to the player.
- This monster serves as a challenge to cross a bridge, taking inspiration from Demon Souls by populating the area with numerous enemies to emphasize that the environmental hazard can affect a broad area.
- Deciding on the monster's size and position was a bit challenging. I scaled it enough to cover at least a third of the screen, creating a sense of threat without making it too large, which could become confusing.
- The placement was also a decision point. I chose to position it slightly above and at an angle to cover the entire bridge with its attack. The distance is set so that its fire attack appears as a moving beam, indicating that it's mobile and can be evaded.
- Currently, the monster cannot be killed, but I'm still thinking about it.
2. Environment Hazard Trigger Wakes from Afar:
- I've implemented logic that allows the monster to wake up only when the player gets sufficiently close.
- It remains in a dormant state to indicate that it's not active.
- Upon waking, it emits a roar to signal an impending attack (sound to be added in the future).
- There's a 10-second delay from the moment it wakes up to when it unleashes its fire attack, giving the player time to cross the bridge.
3. Fire Attack:
- I haven't added the VFX for the attack yet because I want to focus on the logic first to save time.
- I've included a debug red line to denote the attack's area.
- The attack has a range from left to right.
- It inflicts substantial damage, capable of eliminating enemies in a single strike, but not the player. However, it deals a significant amount of damage.
4. Door Lever Logic:
- I've also implemented levers that, when activated, open previously closed doors.
- Additionally, there's a logic for triggering a cinematic that I use to showcase unlocked doors that are far from the player's current location.
5. Boulder Trap:
- The boulder trap triggers when the player is descending from an incline.
- To escape the boulder, the player must run and reach a passage in the wall.
- I'm not entirely satisfied with this trap, and I'm considering modifying it as there is a risk of it feeling a bit unfair since the threat comes from behind.