Okay, I told myself that'd I'd post about most, if not all, of the main components of the Ruined Engine. The "level" in Ruined consists of many portals. A "portal" is an area of the level containing, well anything. The Engine optimizes itself based on which portal you, the player, are in. Whether or not a portal is active is determined by the current portal.
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A section of "Test Level 2", illustrating the different portals. |
So, now, you may ask well how do I get from one "portal" to another. Simple! You walk through a door.
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A locked door using the "Test" design. |
When the player presses 'A' on a door, the door opens and the player automatically walks from one side to the other. The doors of a level are responsible for the switching of portals. Doors in Ruined can be locked, barred, or both! Of course you can't walk through a locked or barred door, so the text-box appears on screen saying so.
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A door that is both locked and barred. |
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Locked Door Message |
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Barred Door Message |
The doors in the engine are all functionally the same, although new door styles can easily be created. Once a door is unlocked the key is no longer needed, and the door will remain unlocked the next time the level is loaded, there is also a nifty animation for unlocking and barring/unbarring doors.
-Doors: they are so often overlooked, but they literary the pathway from one room to another!
Note: The lag shown in the DEBUG mode FPS graph is a result of the screen capture tool, and not present in the game.
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