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Part of the Finite State Machine logic behind one of the tutorials. The FSM is being designed using a plugin called Playmaker. It's proven to be really useful to set some states that occur many times throughout the game, like...

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Part of the Finite State Machine logic behind one of the tutorials. The FSM is being designed using a plugin called Playmaker.

It's proven to be really useful to set some states that occur many times throughout the game, like tutorials (at this point, only two in total, which won't feel like those tutorials who take you by the hand, but real levels instead) and the level introduction. During the latter, I remove the controls of the player for a short period of time while a NPC (The Lost Shape protector) shows up and presents the goal.

Describing briefly, in the scenario presented above, two pieces of the environment would fall down to display the controls the player can use to "swap planes", the key mechanic in this game.

To make sure that the player is at the desired position and can grasp (no pun intended) the new information, two items would be spawned in the level, triggering the next States in the machine when collected.

Thanks for reading,
Al Anselmo.

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