Backstreets
I have started making the 2nd area of my final year project, the backstreets. After the player opens the door in the warehouse they will overlook the backstreets and storage area and then they will have to jump on top of some boxes to get to the next alleyway that leads to the storage area.
Below is a overhead view of the backstreets area. It didn't take that long to make as it is a smaller area.

There are different open garages that contain different items like shelving, barrels and rubbish bags, the light in the garage's is yellow to highlight the interiors and make the area feel more atmospheric. Fun fact I put a yellow emission material on a steel beam object to simulate the usual shape of florescent lights.

Gameplay
For the gameplay I am planning to make the puzzle a clue solving puzzle where the writing on the wall hints towards the player that a note must be found in one of the garages that details a location of a dead drop for a bribe. Then the player must find the dead drop or money bag and burn it in the fire barrel to progress to the next area the apartments. The note and money bag will have a random location that changes from game to game. Of course the inventory system will be used so the player can carry the note and money bag and the flash light and use them accordingly.
Of course the bribe note and money bag is related to the player as you play as a corrupt detective who took bribes from criminals to place fake evidence. The red writing on the wall reads as "Please NOTE down any case of backstreet dealings". Not only does the writing hint towards of the objective that the player must do by finding a note but aswell the phrase backstreet/alley dealings fit with the location of this puzzle.
Bug fixes
In additon to starting puzzle 2 I was having an issue with the pickup mechanics where during my testing I would equip the flashlight and keypad UI when I was nowhere near them. So I changed the code involving raycasts and replaced them with triggers and bools so now the player can only equip the flashlight and touch the keypad when they are directly next to them. I also fixed an issue where the UI prompts that asked the player to press E to interact with objects would stay after the player had done using them.
Kommentare