B4Z-1L Research Facility Dev Log 5


I took on editing the flower puzzle to have a door blocking the end so that players could not continue without completing the puzzle. Justin added a door to the end that I could use as a blocker, there was a bool tied to an animation that I could edit into the script for when the player finishes the puzzle, I had an issue implementing the animation to tie in with the puzzle complete bool present within the script, I decided to take a more straightforward approach and have the door be disabled in the inspector. 

Another issue still present in the flower puzzle level is that if you get the order of the flowers wrong, you cannot repeat the puzzle. I have attempted to fix this, noticing that the bool to mark the order and the script that sets the bool to false was working, but when trying to interact with the flowers again, the bools were not being set to true anymore.

I also worked on having the final code displayed when interacting with the computers at the end of each of the three levels. I successfully had the code display when the player hit the C key at the computer, but I noticed an issue with the bool I set in the script to detect if the player was at the computer or not, I noticed that when the bool was never set to true and the player could hit the C key anywhere in the level and the code would be displayed. This does not have a huge impact as the player will still have to make it to the end of the level as they cannot backtrack to the HUB area. I could not figure out why the bool would never set to true, and even when it was false and specified in the script that when the C key was hit and they were not at the computer, the code would not display yet the code was displayed anyway.

I worked on adding the keypad for the final door, it was easy to implement the keypad but I faced an issue with the collider attached to the UI, when different members of the group attempted to check if the keypad was working, they noticed that the collider had moved to a random location. When moving the collider to the right location, it then moved again when I attempted to test the keypad. I fixed this issue by adding an empty object and childing the main UI elements to the empty and having the script and box collider attached to that. 

The keypad is fairly simple in operation, the buttons correspond to a function within the script which can be edited in the inspector, the button is tied to a number value and within the script, the right answer is set, if the player gets the code wrong, the text is set to blank and the player can try again, when the correct code is input and the player hits the execute button, the door to the final room is disabled in the inspector and the player can continue


Written by Darragh Lynch

Files

B4Z-1L Facility Lab.zip Play in browser
May 11, 2022