The general approach to every area was to have an easy slow way and a difficult fast approach. Here the player can take the Red Path by grappling on to the Target. They can take the Green Path just by hopping on the side platforms, and optionally they can take the Blue Path that leads to a secret unlockable!
Using Triggerables (see below), we were able to design enemy encounters based on how the player enters the scene and where they are at any given time.
The player hits the cage, which activates the shattering Niagara, moves the card down in a more accessible place, and activates the physics on the metal bottom of the cage. When the metal bottom hits the glass floor, it cracks in a radial pattern. The player then collects the red card which turns all the TVs on to reveal Adrian Laughing, after a few seconds it drops the glass floor but keeps the player standing on an invisible floor. Another triggerable makes the player look down, and then back up, and activates a dialogue for Agni saying “Oh you mother-“ and immediately cuts her off with another dialogue of her screaming as the invisible floor is removed and she falls down.
Larger paths were made to be winding and inwards facing with the idea that players should combine moves that flow together. In this screenshot it was Wallrun > Dash > Grapple > Wallrun > Slide > Wallrun > Grapple Kick
At the core of all the levels designed for Mechanical Fury was the Triggerable Abstract Class. Every functional blueprint would inherit from the Triggerable class with 2 functions and 3 Arrays/Lists. The functions Activation and Deactivation would define the action that the blueprint can take, whether it is opening a door, pressing a switch, or moving a platform.
When the action was complete, it would go through all the Triggerables in the 2 arrays, ActivatePostCompletion and DeactivatePostCompletion, and either Activate or Deactivate them.
The last array, ListeningFor, would go through all the Triggerables in that array and check if they have already been activated or not. If so then it would Activate itself.
Using this, I was able to implement key moments for the player to experience making it feel very dynamic!
Throughout the second environment, I wanted the player to feel like they are being stalked, for this there are multiple instances where the player can catch the Snake Tail Slayer watching them from the rooftops. The player also has access to a phone with a camera (designed and implemented by yours truly hehe). If they try to zoom into the Slayer with the camera, it activates the Blueprint causing it to leave.