Posted September 18, 2021 by Martin Mihálik
Date: 18. 9. 2021
I started by picking up some work regarding world repeating. I did some experimentation with clonening and destroying objects instead of moving them, but it didn't yield any apprieciable results, so I scrapped the experiments. In the end I just moved the repeat trigger down and retagged some objects.
Since I don't have much time left for implementation I decided to change my implementation plans since I will not be probably able to finish the game completely. I decided to skip implementing the proper building mode in favor of a simplified one.
While playtesting the game I realized that repeatingly falling down is an unbeatable strategy in this game, so I had to remedy this by creating a timed barrier preventing player from falling down for a set period of time. However I had some trouble with composite collider not working after being reenabled and I couldn't figure out why. As a quick fix I opted for using the isTrigger attribute, which is not ideal but it works.
The simplified building mode has not been difficult to create since I had most of the code ready as I used this building scheme for debugging. So most of the work done was refactoring and customizing the unity input system. I also had to implement preventing multiple walls from being built in the same place.