
FUNCTIONALITY
On The Zolaris Project, I also worked on multiple blueprints and systems to enhance the player experience and gameplay. These Blueprints included: Interactive Systems, Guiding Systems, Dynamic and Emissive Textures, and Dialog/Audio Systems. Below I outline in detail my thought process when making these functions.
GUIDING SYSTEMS
Within the Crypt Owl, I was responsible for creating guiding systems to help them navigate the maze as well as creating the system that would reset the player at the beginning of the maze if they took the wrong turn. I accomplished this by creating trigger boxes in between columns the player needed to pass through.
The trigger boxes leading to the correct path would light 2 new torches for the player, symbolizing 2 new pathways they could go down. Sometimes these trigger boxes lit colored torches as well. The color of the torch in front of the player would symbolize which path they should transverse.
The trigger boxes leading to the incorrect path were less complicated. If the player collided with them, the player's screen slowly faded to white to symbolizing the fog around them becoming thicker. After 2 seconds the fog faded away and the player found themselves back at the beginning of the maze.