Posted January 14, 2022 by Kate Killick
Despite some reservations about the system, I still wanted to try to build a few levels to get someone to have a play with it.
I needed to both tidy up the scene and prefabs so I could make some levels, but also figure out how to visualise the different cogs and states so the player could understand what to do.
I jumped into Illustrator to draw out what all the different properties I needed to show were:
I spent way too long trying to figure out a 2D outline shader in URP (and it still doesn't look great) and implemented the logic for all the different states. I did a load of faffing with the exact sizing of the cogs, cleaning up and redoing a lot of prefabs and made a little system for progressing through levels. I will show you how it all came out in the next post!