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 Project and Portfolio II: Game Design 

This project focused on creating a tile-based puzzle game with two unique mechanics: a Pressure Plate and Wall Destruction System and a Dual Player Toggle System. Players must navigate two characters, solving puzzles that involve interacting with pressure plates to destroy walls and unlock paths. The project required designing and implementing these mechanics while ensuring seamless interaction and compatibility across various gameplay scenarios. Here is a breakdown of what went right, what went wrong, and lessons learned from this experience.

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ClickUp Documentation

This is the ClickUp documentation & Checklist for the original goal of creating a pressure plate and destroyable wall system

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This is the ClickUp documentation & Checklist for the combined efforts of Corbin Achord's Toggable Player Characters and my Pressure Plate and Destroyable Wall. 

What Went Right

1. Mechanic Design and Implementation


The design and implementation of the pressure plate and wall destruction mechanic were a success. Players could interact with pressure plates, triggering dynamic events such as wall destruction and tile replacement. This provided a satisfying and clear cause-and-effect gameplay experience. The logic for checking if a player was on a specific tile, combined with the event-driven activation of the mechanics, was well-structured and intuitive.

2. Dual Player Toggle System

 

The ability to toggle between two characters added depth and complexity to the gameplay. Each character had unique responsibilities in solving puzzles, and the mechanic encouraged strategic thinking. This system worked seamlessly with the pressure plate mechanic, demonstrating strong synergy between the two features.

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3. Refined Event-Driven Logic

 

 

 

 

 

 

 

Refactoring the event-driven logic improved the modularity and flexibility of the mechanics. For example, ensuring the pressure plate could activate any wall, regardless of placement, allowed for easier level customization. This design decision made the system reusable and adaptable for future expansions.

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4. Visual and Audio Feedback

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The addition of glowing tiles and sound effects enhanced player feedback. Players could clearly see which tiles were interactable and hear when an event, such as wall destruction, was triggered. This improved immersion and made the mechanics feel more polished.

5. Debugging and Collaboration Tools


Leveraging debugging tools and collaborative feedback led to identifying and solving key issues quickly. For instance, troubleshooting why the wall destruction logic failed to execute revealed gaps in variable communication, which were resolved by exposing critical variables like Target Pillar in the editor.

What Went Wrong

1. Over-Ambitious Goals

Initially, the project included a mirror image mechanic, which mirrored the player’s movements in real-time. While this idea had potential, it proved too complex to implement within the given timeframe. Scrapping this mechanic allowed the focus to shift to refining the pressure plate and toggle systems.

What I Would Do Differently: Start smaller with mechanics to ensure their viability before expanding the scope.

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2. Collision Box Misfires

 

 

 

 


Early iterations of the pressure plate relied on collision boxes, which triggered events prematurely or inconsistently. This led to unexpected behavior, such as walls being destroyed before the player reached the pressure plate.

What I Would Do Differently: Rely on tile-based checks from the beginning instead of collision boxes to improve accuracy and consistency. Also, ensure there are no other mechanics within the Game Mode that references entities or objects movement and location

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3. Entity Management Issues

 

 

 

 

 

 

 

 


Differentiating between entities (e.g., Player 1 and Player 2) presented challenges in ensuring both characters could interact with the pressure plate. The parent-child relationship between entities complicated event handling.

What I Would Do Differently: Standardize the parent class for all entities to simplify interaction logic and avoid redundancy.

4. Camera Behavior Confusion

 

 

 

 

 

 

 

 

 

 

 


Switching between players occasionally caused unexpected camera shifts. The absence of explicit camera components in the player blueprints made debugging difficult.

What I Would Do Differently: Keep the default camera and ensure it is set properly during gameplay.

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5. Tile Replacement Challenges

 

 

 

 

 

 

 

Replacing destroyed walls with walkable tiles introduced issues where players were unable to move through the replaced tiles. This required additional troubleshooting to ensure proper collision and interaction settings.

What I Would Do Differently: Test tile replacement earlier in development to catch and resolve these issues sooner.

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Conclusion

This project successfully delivered a compelling dual-player puzzle experience, with pressure plates and wall destruction as the centerpiece mechanics. While challenges such as over-ambition, inconsistent collision detection, and entity management issues arose, they provided valuable learning opportunities. The decision to scale down and focus on polished, functional mechanics was critical to completing the project on time. Moving forward, I aim to start with smaller, modular mechanics and build upon them iteratively, ensuring a strong foundation before introducing complexity. Overall, this project highlighted the importance of adaptability, collaboration, and attention to detail in game design.

Level 1

Level One: Introduction to Core Mechanics

Level One: Introduction to Core Mechanics

The first level introduces players to the foundational mechanics of the game, focusing on teleportation pads, pressure plate-triggered wall destruction, and basic interaction with the "E" key. This level does not feature Player 2, allowing players to concentrate on understanding how individual elements work. Players interact with the environment to destroy walls via pressure plates and navigate the maze using teleportation pads. This level lays the groundwork for more advanced mechanics in subsequent stages while ensuring a smooth introduction to the game's systems.

Level 2

Level Two: Collaboration and Timing

In the second level, the challenge ramps up as players must coordinate between Player 1 and Player 2 to progress through interconnected pathways. The pressure plates now control more intricate elements, such as barriers that block or open specific routes. This level emphasizes the importance of timing and spatial awareness as players work to ensure both characters can navigate their respective mazes. The dual-win tiles mechanic is also introduced, requiring both players to reach their individual win tiles simultaneously to complete the level.

Level 3

Level Three: Advanced Puzzle Solving

The final level combines all previously introduced mechanics into a complex, interconnected puzzle. Players face multiple pressure plates, toggled barriers, and dual-win tiles, requiring strategic planning and precision. This level challenges players to think critically about the sequence of actions needed to progress, as one player's actions directly impact the other. The design highlights the seamless integration of the dual-character toggling and pressure plate mechanics, showcasing the culmination of the gameplay experience.

Each level builds on the mechanics introduced in the previous one, creating a progressive learning curve that encourages players to master the dual-character system and pressure plate interactions. These levels are a testament to the thoughtful design and implementation of engaging gameplay mechanics.

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