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Portals & Bridges

Brianna Jones edited this page Oct 5, 2021 · 17 revisions

Design

Portal

The portals were designed to be small holes in space that the player would squeeze through and come out of it's corresponding portal exit entity. Keeping this in mind, the portal was sketched to look like a spatial rift, or crack in the background - this was to push the idea that you as the player would essentially temporarily break the flow of the game by essentially zapping from one point of the map to another within an instant.

This was further supported by the animation of the portal, wherein the entity appears to float up and down at a regular pace. This was an aspect of intentional design, as to further signal that this rift in space was the opposite of what the player is expecting to see from the map. It was hoped that the player would see this portal, think to themselves that this looks like them (based on original character design) and therefore must be a good thing to interact with.

Finally, floating strings of binary code were implemented to randomly sort and change themselves as the portal floats. This again further cements the ideal that this portal is a method of zapping into the system at one point, and zapping out of the system at the exit portal.

Implementation

As of now, portals are represented as doors in the game. The use of portals has yet to be definitively decided by the studio feature teams. As mentioned previously, portals were originally designed to map to other portals to allow the player to move throughout the level with more ease. However, there was perceived overlap between the function of portals and doors, and thus the possibility of using portals in lieu of doors was discussed.

The portal and bridge entities are all mapped to a specific button entity which, when pressed, either enables or disables collisions with the relevant obstacle. Portals begin the level closed, or shut, thus not allowing the player to move through them until their mapped button has been pressed. Bridges begin the level open, or un-extended, thus not allowing the player to move over them until their mapped button has been pressed.

This functionality is handled in the onCollisionStart function in the PlayerMovementComponent class. All portals and bridges are created with a SubInteractableComponent which is a dummy component that acts as an indicator to the mapInteractables function in the LevelGameArea class and the onCollisonStart function that the entity is a sub-interactable entity. A sub-interactable entity is one that starts in an initial state and whose state is changed after the player collides with its mapped interactable entity (i.e. button).

Bridge entities will be created as a sensor such that the player will fall through them until they have pressed the bridge's relevant button. Portal entities will be created with a regular collider component (not a sensor) such that the player will not be able to move past them until they have pressed the portal's relevant button. When an entity is a sensor, it does not collide with other entities.

if (interactableComponent != null) {
                // Colliding with button
                // Get the list of mapped sub-interactables
                ArrayList<ObstacleEntity> mappedSubInts = interactableComponent.getMapped();
                System.out.println(target.toString() + " mapped to " + mappedSubInts.toString());

                for (int i = 0; i < mappedSubInts.size(); i++) {
                    ObstacleEntity mapped = mappedSubInts.get(i); // Get current mapped interactable

                    if (mapped != null) {
                        ColliderComponent colliderComponent = mapped.getComponent(ColliderComponent.class);
                        HitboxComponent mappedHitboxComponent = mapped.getComponent(HitboxComponent.class);
                        ObstacleDefinition mappedType = mapped.getDefinition();

                        if (mappedType == ObstacleDefinition.DOOR) {
                            // Desired affect on mapped door - disappears
                            mappedHitboxComponent.setSensor(true);
                            colliderComponent.setSensor(true);
                        } else if (mappedType == ObstacleDefinition.BRIDGE) {
                            // Desired affect on mapped bridge - appears
                            mappedHitboxComponent.setSensor(false);
                            colliderComponent.setSensor(false);
                        }
                    }
                }
}

UML Diagram

Table of Contents

Home


Game Design

Game Design Document

Void/Antivirus

Loading Screen

Game Sound

Menu Assets

Player Design

     Original Design

     Final Design


Gameplay

Movement

Jumping & Sliding

Jump Pads

Portals & Bridges

Buttons

Pick-Ups

Physics

    Momentum & Physics

    Gravity

    Collision


Level Design

Level 1

     Background

     Textures

     Map Design

Level 2

     Background

     Textures

     Map Design

Level 3

     Background

     Textures

     Map Design

Level 4

     Background

     Textures

     Map Design


Sprint Round-Up

Sprint 1 Summary

Sprint 2 Summary

Sprint 3 Summary

Sprint 4 Summary


User Testing

Testing Plans

Sprint 1

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 2

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 3

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 4

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

User Testing

Sprint 1

     Sprint 1 - Game Audio
     Sprint 1 - Character Design
     Sprint 1 - Menu Assets
     Sprint 1 - Map Design
     Sprint 1 - Void

Sprint 2

     Sprint 2 - Game Audio
     Sprint 2 - Character Design
     Sprint 2 - Menu Assets
     Sprint 2 - Interactable Design Animation
     Sprint 2 - Levels 1 & 4, and Level Editor
     Sprint 2 - Proposed Level 2 & 3 Designs
     Sprint 2 - Current Game State

Sprint 3

     Sprint 3 - Menu Assets
     Sprint 3 - Map Design
     Sprint 3 - Score Display
     Sprint 3 - Player Death and Spawn Animations
     Sprint 3 - Pick Ups and Pause Screen

Sprint 4

     Sprint 4 - Gameplay
     Sprint 4 - Game UI and Animation
     Sprint 4 - Level Background and Music
     Sprint 4 - Game User Testing
     Sprint 4 - Final Game State Testing


Game Engine

Entities and Components

     Status Components
     Event System
     Player Animations Implementation

Level Editor

Level Saving and Loading

Status Effect


Defunct

Development Resources

    Getting Started

Entities and Components

    Level Editor (Saving and Loading
         Multiple Levels)

    Service Locator

    Loading Resources

    Logging

    Unit Testing

    Debug Terminal

Input Handling

    UI

    Level Saving/Loading

    Status Effects

    Animations

    Audio

    AI

    Physics

Game Screens and Areas

    Terrain

    Concurrency & Threading

    Settings


Troubleshooting

MacOS Setup Guide

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