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View Code? Open in Web Editor NEW๐น๏ธ spatial / color puzzle game
๐น๏ธ spatial / color puzzle game
We should find 4-5 pieces of music in the background to loop repeatedly.
Users should not have to worry about rotating the character to move in a certain direction.
Nick proposes holding a key to move in a certain direction.
The 'SokoBlock' is a slideable block similar to the ones in Sokoban. We can use these to implement more interesting puzzles.
The player needs a way to actually know what to do in each level in the game. My suggestion is to have a notification style popbox system appear on the screen to assist with that.
If the user
The ColorChanger booth needs to be completed. I just recently split it into multiple modules that need to be refactored. These modules should adhere to the single responsibility principle:
The ColorGate is a door that prevents the player from passing unless they are the correct color.
I've split it into two separate modules:
This module should generate a BoxCollider and expose methods to check
if the player has entered the zone with the correct color.
This module asks the former module if its OK to open the gate and manages the state of
opening / closing the gate.
Reflections work at the moment but I need to do the following things to file this issue as done:
The ColorCamera is a gameplay mechanic in which the player must avoid being spotted by a Camera.
If they are spotted by a Camera then the level will reset.
The player must be the correct color to traverse through the ColorCamera without resetting the level.
In several files in the game I started using a pattern where I have Scripts spawn empty GameObjects and then attach monobehaviors to them. This is redundant and should be fixed.
The player needs a way to pick up crates so they can move them around the level.
Using Unity's built in Tag system it's impossible to efficiently have one object tagged with multiple tags on it.
We can create a Tag.cs MonoBehavior that all prefabs attach to themselves and configure individually. Then objects in the game could GetComponent that Tag component and check if they subscribe to what they're looking for.
There are several C# files that have multiple classes within them. It's going to be much easier to maintain the code if we split them up into multiple modules:
Classes that need to be split up:
The player should have the ability to climb a 1 meter high ledge.
If the player walks off a ledge they should enter a free fall animation. If they fall more than 3 meters they should ragdoll and die. The level will then restart.
They're almost the exact same class. I can combine them to reduce the complexity of the code.
Right now there are no custom colors to indicate that the ColorChanger exterior has changed. We should create several textures and apply them to the ColorChanger as needed.
Right now lasers are rendered using a LineRenderer, this is quite ugly and could be replaced with a Capsule object that has some kind of glow effect on it.
The player should be able to push SokoBlocks around to accomplish their goals.
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