Trapped!
It’s done! I just finished uploading my EpicMegaJam submission a whole day early. I accomplished what I set out to do at a basic level. You’re an adventurer, cursed to map out this dungeon by face-checking every trap. Only by dying over and over again can you map out the safe path through this maze. Ideally you’re going to want to map it out on graph paper like I did. (Scroll to the bottom for the final solution)
I spent a little time on the weekend but it mostly took me all of Monday to get my death/respawn to work the way I wanted to. I could have just reloaded the level on death but I wanted to keep track of the number of times you died, so instead I had to teleport the player back to start, reset the ragdoll, reset all of the traps, and update the kill count. Tuesday I started to replace the level art with a set from FAB that I already had (I think from a humble bundle?) as well as the character art from FAB which I think I got from a free asset day. That all went surprisingly well, so I moved on to making the actual final level I want to run with…
Somewhere along the line I broke my Room Blueprints within the level as they ended up with extra geo spawned in for some reason… That held me back a bit and I think it has to do with the way I was using the construction script. The room tech got pretty messy and I realized late that I should probably have worked out a better way to combine rooms, traps, and triggers, to help them communicate easier. Getting things to communicate correctly seems to be my biggest holdup and I know I should have tried to use interfaces but I’ll need to tackle that another time.
Wednesday I got the whole loop done, and added a bit of tutorial text at the new Start and End room blueprints, and I tried to spend more then 10 minutes arting it up with the kit I was using. I also added audio, some quick VO (sorry no 20 variations of the starting and death vo lines) and an Win UI. I threw in an extra riddle to answer for bonus points at the end.
Thursday (today) I basically just wrapped it all up. It packaged ok, and was under 1GB! I then had to fix all the final bugs I wanted, added a title text, music, and then cut together my reel. Check out the gameplay reel below and then download the game here if you dare.