Today I’m here to talk about how I approached the labyrinth section.
In the second act/chapter of the game, Teresa will find herself wandering through dark tunnels and narrow passages, looking for a way out.
This is where the “labyrinth” part comes into play. That’s not really a labyrinth like the ones we are used to seeing in puzzle magazines, but more of a chain of intersections and corridors that, experienced from the inside and not from above, make it more difficult to find your way out.
It has been the first time I tried my hand at the logical construction of a labyrinth in Unity. I decided, during meshes modelling, to avoid creating a single object, but to model several pieces: corridors, intersections, tunnels, and to assign to each of these pieces a name and a code for each exit, so that I could create a modular labyrinth that could be modified at will.