I scripted the behavior of these assets in addition to animating and placing its sub-components
The Wisp and Receptacle are used in the Necropolis and other Nevarra locations. They are mainly used as a pacing device and to encourage exploration. They tend to be connected to doors or gates and the player is required to find the wisps hidden in the area and bring it to the receptacle in order to open the way forward. Sometimes the wisps are gated behind Emmerich's exploration ability and you need to "calm" a spirit before the wisp will appear. There were three variants of this asset: The basic static receptacle shown above and two skeleton variants.Â
Wisp States
States
Enabled (Default): The player can move near a wisp and it will begin to follow them
Disabled: The wisp is not visible. This state was generally paired with Emmerich's calm ability and would transition to enabled once that was used
Carried: The wisp follows the player and can be paired with an empty receptacle near by
Deposited: The wisp has been deposited into a receptacle and cannot be removed or interacted with anymore
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An idle wisp tends to drift slowly up and down
A wisp can only be carried for so long and will start flashing for a few seconds when that time is coming to an end. Then it will wink out and reappear at its original position
Wisps can also only be carried a certain distance and will start to flash when you are reaching the boundary of this range. As in the time constraint, the wisp will wink out if you exceed this distance and reappear at its original position
The player can carry multiple wisps at a time
Each wisp is deposited in the order that is was picked up and will time out independently if not deposited in time
States
Empty (Default): A wisp can be deposited into this receptacle. A spherical vfx glows at the location a wisp will be deposited to indicate that the receptacle is enabled and empty
Disabled: The receptacle cannot receive a wisp at this time
Full: A wisp has been deposited and the receptacle is now "powered"
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VO will play if the player lingers near an empty receptacle prompting the player to find a wisp
The skeleton variants begin to animate when a wisp is deposited and they pull either the chain or a lever and then collapse and are no longer useable