P-148 Heist Update 5: Level Design, Animated Lasers, Triggers.
Most of this week was spent on implementing new gameplay features, such as the animated lasers shown in the videos and pictures below. I am quite happy with these, I think they look great. They come in two versions: visible red lasers, and invisible lasers, which can only be seen when using the alternate vsion mode that I developed previously.
The lasers are given a different random on/off sequence every time a mission is played, and the player must figure out this sequence and move only when the laser is off to avoid being detected. This is made especially difficult with the invisible lasers, since they cannot be seen using normal vision.
I have also implemented pressure sensitive floor tiles, which are also invisible in normal vision, and a motion sensor, which will sound the alarm if the player moves faster than a crawling pace anywhere near it.
There seems to be an issue with the triggering system in T3D, the triggers in the game don’t seem to be firing reliably. I have spend some time looking into this issue, and I hope to have it resolved soon. This project will make extensive use of lasers, and it is important that they work correctly.




