PathWay
Pathway is a first-person puzzle based experience; where players can personally interact with the game environment. The theme was derived from Mayan history and inspired by the conspiracies associated with their extraterrestrial beliefs.
Status | Released |
Platforms | HTML5 |
Author | Scott |
Genre | Puzzle |
Made with | Unity |
Tags | Difficult, First-Person, Ludum Dare 38, Non violent, Puzzle-Platformer |
Average session | About a half-hour |
Inputs | Mouse |
Comments
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A. rotating platform in third level is borked, placing the blue ' power-cell' while it is still returning to its unpowered position causes it to forget where to stop when powered.
B. It seems that seems that the collision detection for moving objects does not match up with their visual position, making it insanely difficult, if not impossible, to jump on them. (exacerbated by the lack of contrast between brick walls and brick floors/ceilings)
C. please add a negative-elevation-kill-field, I just glitched outside of the map into an 'endless abyss' .
hey skycharger sorry that you encountered numerous bugs with the game. In regards to your first point A. When you experienced this issue did the rotating platform continue turning even when the power cell hadn't been placed. In terms of your point B. Could you explain a bit more as to the issue you were encountering ? Is 'Moving objects' in reference to the retracting floors and moveable pillars ? With point C. I'll definitely add in a kill zone to respawn the player. However could you explain to me exactly how you managed to fall through the ground so I can trace the issue. I used box colliders for the environment and I'm very interested to discover how you unfortunately managed to fall through the map.
A. Removing the power cell when this glitch has occurred causes it to ' unwind'. (if it has rotated, for example, 780 degrees then it will take 780 degrees of reverse rotation to get back to its starting point.
B. I'm talking about the retracting floors. (The moving pillars haven't shown this problem, but that could be due to the colliders having time to catch up)
C. I had tried to jump on the rotating platform, but I know from some personal experiments that box-colliders can fail if your velocity exceeds their size. The simplest solution i've found is to give the player-character its own velocity-sized box-collider. (EG: when falling at 40 points per frame, this collider goes from the top of the player to 40 points below him/her to detect objects he/she would otherwise 'warp' through.)
I'll definitely work on those bugs I really appreciate you taking the time to give some advice. Apart from the bugs how did you find playing the game in general ? Pathway was a Univeristy project I just built for my final hand in and didn't have a lot of time to run through the game for bugs.
As it was the only part that didn't seem to be affected by the bugs, I can say that the second level was challenging but fair.
too dark to properly judge the jump from the second platform to the ' retracting' one.
hey SkyCharger thank you for taking the time to play it. Was it the first room you found to be too dark ?
Yes