Week 12
This week, the User Interface of the game was refined. The dialogue box was designed and implemented with the narrative of the game. As part of the narrative implementation, the opening cutscene was also added.
Level 0 was retextured to match the look and feel of rest of the game. Invisible walls were implemented as well so the players will not be able to go through parts of the level that is not part of the game.
Cages to block the players from reaching the final goals of the levels, the siblings, were added in, and it was coded so when the player fulfills all the necessary requirements to clear the level, the cage opens up so they can reach the siblings, which clears the level and sends the player back to the safe room in preparation for the next level.
The time capsules that gives players more time to clear the level was modified in both quantity and position, and some light sources were modified as well.