First, here is what it looks like : somewhere in the undergrounds you found a "pit" with flowing water. When you go into that pit, you slide down it for a few seconds (there is an animated sequence) until you reach its end. You feel like you went a few levels down.



NB: These images here are a mix of Beta version into SKWin.
I find this part specially nice and interesting and I like this idea. However it has been removed from the final dungeon.
Now, what is actually technically happening here ?
As you can see from the map viewer, everything is on the same map/level, separated into 3 parts. You start from left-bottom, you are sent into the left-top part of the map for a few seconds, then finally teleported to the right area.
What is interesting me is the "fall" sequence (left-top). It is a bit like the spirit-circle trap in the upper part of Skullkeep when you need to reach the Onyx + Skeleton key.
You are actually surrounded by 4 animated actuators(sensors) that somewhat act as teleporters to prevent you to move off your central position, and act as animators to display the falling sequence. For that point, the animation is a floor animated decoration that covers the whole viewport display, hence hidding the surrounding walls of the small area you are in.
I think this sequence works quite well, but there are a few drawbacks:
- as you can still move (because there are never pauses in-game, except for sleep), they needed to block you in all 4 directions during the sequence.
- animation is setup as decoration in all 4 directions as well, but all this design takes up to 4*2 actuators + 6 in the central point = 14 actuators only for this sequence !
- as you can see on the second image, when you have the map activated you can see the setup, which is not very pretty.
I'd like to reimplement this in a more simpler and proper way.
As designers, how would you do this ?