I unfortunately didn’t have much time to work on a rube goldberg machine due to being busy with the Ludum Dare, but I did manage to make a short chain playing with layers and colliders.
It can be downloaded here.
The latest assignment is to utilize triggers, timed events, and scripted sequences to create a game that tells a story. To that end, I have created a game I have dubbed Bear Quest.
The game can be downloaded here for PC and here for Mac. To play, use the WASD keys or arrow keys to move and the mouse to look around. Click to cycle through dialog or to fire your gun. Try not to die.
I have made use of raycasting to simulate gunfire this time around. Your gun will hitscan what you are aiming at and leave bullet holes in the scenery without using a projectile like in previous games I’ve written.
The story is not only a riff on typical fetch quests, but a commentary on traditions and the need to prove masculinity. I can’t say much more without spoiling things, so go ahead and play it.
Since the latest assignment is to tell a story through triggers and timed events, I’ve shown an example of how to display text onscreen when a player walks into a certain area:
The above script would go on a trigger collider, probably a cube-shaped one. Feel free to use the example for your own needs.
For more information on how to display things on the screen, check out the extraordinarily handy documentation for GUI: