Remember Prometheus? He works with Andrew as part of our Accelerate program here at Game-U, and he’s all about questing! His Project Spark game keeps growing more challenging and cool. Know anything about physics? Andrew and Prometheus do! Project Spark includes something called Physics Properties, which allow the game designer to control the physical behavior and characteristics of game objects (like players, enemies, or props). In particular, Prometheus and Andrew examined the collision property – the physics element that controls whether an object is Collidable or not Collidable. If the Collidable property is turned on for, say, the anti-gravity chocolate prop (yummy!), that means the player can bump into it. But if the chocolate’s Collidable property is set to Off, the player can run through the chocolate like it’s a ghost (not so yummy). Prometheus and Andrew figured out how they could apply this Collidable property to secret passages and hidden rooms. They created a power-up that gives the questing player the ability to recognize walls that have the Collidable property turned off. Walls with Collidable set to Off don’t look any different than walls with Collidable set to On, remember, so that power-up is critical if the player wants to find the secret rooms they hide. The quester earns the power-up by defeating the dragon. Check out the video! Prometheus, we love the work you’re doing.