Today I have added the laser barriers that block some ways and can be opened by solving the upcoming terminal puzzles. Walking through them might be detrimental to your health.
In the evening, I have worked on getting the particle system to work for the teleporter sequence.
The last (planned) gameplay element are the laser barrier and the connected terminal puzzle.
The laser barrier itself contains some simple lines with some particle effects. It can be inspected and the player can just try to walk through it by colliding with the inner boxcollider.
In that case the game switches to the death interaction mode and the player witnesses the second death in the game: Death by lasers
I am using the system that I’ve created for Spaß Taxi. It grabs all pixels from the sprite renderers of a gameobject hierarchy and creates particles as entities in a ECS (or DOTS) world. Those are then animated and renderedn using my own component and job systems.
The video above shows a quick test. Every time I press “T” on the keyboard, a particles representation of the player sprite is created and vanishes in a simple movement. One player sprite has (depending on the pose) somewhere between 5k and 7k pixels.