We've made interaction systems, we've made a puzzle system (that will be getting overhauled), and now, we need to put all of this together to create one cohesive dungeon, Gorramund's Trial of the Earth Aether.


Dungeons are a complex set of moving parts, all designed with one central goal in mind, traverse a series of dangerous rooms and corridors, complete the puzzles and challenges, and proceed to claim your prize. While this trial is not the final version, it does include some elements that will persist in the final version.
Puzzle Rooms:
These puzzle rooms involve a challenge of the mind. When you enter, doors will seal behind you (see my previous article on the Puzzle System) for more information. Upon clearing the Puzzle, you will not only regain freedom, but you'll also unlock partial progress towards the Final Trial, where Gorramund lies in wait. These are all interconnected using my Puzzle Solver system. One Puzzle solver sits at the doorway, turning the entire dungeon into a massive puzzle. This lets me gate player progression to actually completing the aspects of the trial, rather than cheesing their way through it. Clear all three Trial rooms, and the path to Gorramund is laid bare.


The problem with these puzzles however, is that the underlying system is still rudimentary, and thus, requires me to keep extremely careful tabs on what I assign, and where. If I accidentally forget to assign part of the puzzle to the solution set in the solver, the whole puzzle becomes insolvent. In the next update for puzzles, they'll be migrated to Unreal's Gameplay Ability system, allowing for extremely tight control of puzzles, and making them easier to execute on an asynchronous basis.
Enemy Survival Trials:

A survival trial is currently denoted by these dark Spriggan statues, which seal the doorways upon entering. Once sealed, you must survive for a fixed amount of time, after which the doors open. The spawners spawn limited amounts of enemies (courtesy of Jesse's absolutely amazing implementation), and then self destruct once the trial ends by way of my trigger system.
As you can see, the interaction and trigger systems from before have conveniently woven themselves into everything that could need to be notified by one method or another, allowing us to quickly build and iterate on levels!

That concludes this analysis on the dungeons, and I hope you'll look forward to Puzzles 2: Electric Boogaloo, when I update the puzzle system to use GAS, and make some genuinely cool puzzles!





