Project: Cursed
Programming (WiP)
Programming (WiP)
I worked on several mechanics so far for 'Project: Cursed'. I have chosen the mechanics that I believe are the best blueprints that I have created while working on this project. These can be seen down below along with an explanation of the development process.
Click the button below to view the level design page for Project: Cursed (2024).
Flashlight Mechanic:
The flashlight is a key utility for exploration in this game. As there are many dark areas it it crucial to the gameplay I intend to design.
A widget appears when the player is in range of the flashlight or battery. It will display a prompt that the player has picked the item up.
When the player presses 'F' it sets the flashes to be in the player's hand and sets the flashlight to be on or off, the battery then drains. If the battery reaches 0% then the light turns off.
The UI appears or disappears whether the flashlight is equipped (in hand) or not.
The battery pick up item increases the flashlight battery by +15%.
The light intensity is correlated with the flashlight battery percentage. As the battery drains, the light gets colder in colour, darker and gets shorter in distance. The final 15%Â of battery life makes the light flicker. This is controlled by a looping timeline and gives a visual indication to the player that they are about to run out of battery life. The UI also provides this information but I felt providing two different methods of delivering this information to the player was better for the gameplay.
Generator Doors Interaction:
The generator doors interaction is a small blueprint which looks to add interaction to the environment. To complete the lighting quest, the player must turn the generator on. Opening the doors isn't necessary but it's a nice touch to have that option.
When the player overlaps with the collision box it displays the 'E' to interact widget.
Using a BPI, an interaction event is triggered when the player presses 'E', the two doors of the generator flip between the open state or the closed state. A timeline is used to animate the doors.
In future I would like to add functionality to the generator button to complete the lighting quest.