Devlog Two: Doors, Buttons and Cutscenes
- Harry Newton
- Apr 19, 2020
- 1 min read
During this process we were tasked with creating a door, controlled by a button and implement cinematic cut-scenes.
My system consisted of 3 elements; a button, the door and a secondary camera. On the press of the button, controlled by various colliders on the player and the button itself, the door would begin opening and the cut-scene would take place.

Utilising two points for the door to move between, the process of making it move was as simply as translating its position to the end position.

Moving the camera for the cut-scene was as simple as creating an animation wherein the camera moves in a panning motion.

Although the techniques to create this feature were simple, the overall product was smooth and worked exactly as intended.

However, there are a few aspects I would change if I was to do this again.
Firstly, I would cast a ray from the player or use an overlap sphere to get a more accurate detection of the button press as sometimes the colliders may not align and you will miss the button.
Secondly, I would likely freeze the player in place during the cut-scene as currently you can walk away from the area which cancels the cut-scene.
I attempted to replicate the same sort of feel that the game Oceanhorn has when opening a door. Implementing a similar, panning, camera when the doors are opened, I believe I achieved a relatively similar replication of this effect.
Overall, I believe my feature was effective both in the way it was implemented and the effect it achieves as a final product.




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