Blog Post #7: Game Mechanics Part 2
Hi guys! This week we perfected a better version of the moving platforms in class, so I replaced the previous ones I made with this updated version--> now I have the up/down, left/right, and forward/backwards platforms. I'm still working out the timing on them to make them more playable, but for now I have an area with a lot of moving platforms to get to the next part of the level. I managed to make a respawn checkpoint, and figured out how to "kill" off the player by just destroying the actor once it passed through certain box collisions. I'm using a simple torus static mesh for now to mark the checkpoint. I also figured out how to add box trigger audios as well as loop the main music throughout the level. There's now a door opening SFX and a checkpoint (ding) SFX. I included a gif of the checkpoints and I think you can briefly see the end goal landmark I blocked out (a spiral staircase leading to a door with a green and pink light).
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