Posted May 11, 2025 by Seb Brain
#DevLog
Since Re:Action is a puzzle-platformer with no combat, the bulk of the challenge comes from the timing, logical, and spatial puzzles. This week, I focused on building out a more flexible interaction system to support pressure plates, door logic, and Echo puzzles.
The core of my puzzles alongside platforming is based around pressure plates/buttons because of that I designed a robust and modular pressure plate system based on logic gates. Where each plate can support:
Multiple door targets
Inversion toggles (a plate can open or close its targets)
Activation from both the player and Echo
By configuring these values in the Inspector, I can rapidly build new puzzles without writing new logic for each variation. This flexibility is proving essential as puzzles grow in complexity.
XOR Plates (Exclusive or)
XOR plates control doors based on exclusive logic:
If exactly one of the paired plates is pressed the door opens
If both or neither are pressed the door closes
This is perfect for "trap" puzzles like in the tutorial where use of Echo or player positioning can accidentally lock the path forward. The player has to think not just about what they do, but when they do it relative to their Echo.
AND Plates
A door only opens when all linked plates are active
Great for puzzles requiring precise Echo + Player coordination
Used in Level 2 to force a simultaneous trigger
OR Plates
The door opens if any one of the linked plates is activated
Helpful for optional routes or player/Echo choice-based puzzles
Timed Gates
Once triggered, a door opens for a set time (e.g. 3 seconds)
Echo + Player must split up: one to trigger, one to run
Memory Plates (Latches)
Doors that stay open once a plate has been triggered
Ideal for checkpoint-style mechanics or longer-form puzzles
Feedback this week was mainly around the tutorial level and how the player feels, some of the key points were:
- The lack of UI or effects around the "Recording" function made it confusing as to when the recording was going or when it stopped.
- The short explanation on how the echo works while helpful the way it's worded was confusing without extra clarification.
- The platforming part was pretty good and the character moved well, although the screen seemed a bit too zoomed in for my liking.
Begin building more levels, my aim is to have about 10 fleshed out complete levels by the end date.
Implement light UI for the echo/ player (e.g. particle effects) and logic state (e.g. a wire lighting up between plate and door).
Add in a background image and replace placeholders.
Add in a functional level select and title scenes.