Scene 1 - A simple box room, shoot six targets to unlock a door.
The way that I plan to do this is by adding 1 to an invisible counter everytime a target is shot, if the counter reaches 6, the door will open. To combat someone shooting 1 target 6 times, I will destroy each target and then the door will be destroyed. Walking into the collider behind the door will trigger the scene to change to Scene 2.
(FINISHED - 07/03/19)
Scene 2 - A box room to show that health and enemies are a thing, trigger damage and health to open door.
Same room as Scene 1 but this time with no targets, only a static AI and walking into the health box will increase player health by 10, walking into the enemy will deal 5 damage. Walking into each of the static objects will cause them to disappear, opening the door with the same counter system that the first room used.
(FINISHED - 06/03/19)
Scene 3 - Maze with AI and health, get to the end.
A maze with 4 health crates that will despawn when touched and supply the player with 10 health each (Player starts with 10) and 3 enemy AI, all three are path finding and deal damage when touched (5 damage). Each AI has 25 HP and your shots deal 5 HP damage. The final AI blocks the only path to the event trigger that will change scene. Losing all health to the AI will reset the scene.
(FINISHED - 06/03/19)
Scene 4 - Box room to teach you that pausing exists.
Same room as Scenes 1 and 2 but this time tutorial on how to pause and pausing triggers door to open.
(FINISHED - 04/03/19)
Scene 5 - Three differently shaped holes require three differently shaped keys, use all three to open the door.
I plan to make it so that when all of the ‘keys’ are in the holes, the door will open. I plan to do this by making it so when the shapes are in the holes, they’ll add to a counter and open the door. To ensure that all keys need to be in at the same time the counter will increase by 1 but when the keys are out of the holes, the counter will decrease by 1.
(FINISHED - 07/03/19)
Scene 6 - Shoot 6 targets to reveal teleportation crystal, use it to cross the gap.
Same premise as the first room but instead of opening a door, shooting the six targets will spawn the teleportation crystal to cross the gap that is too large to jump over. Falling in the pit will cause a scene reset. Finishing the level will make the game quit to desktop.
(FINISHED - 07/03/19)