Skip to main content

Stage 6: Hidden Hazard Field + reveal tiles

Course progressStage 6 of 10
~35 min
Before you start

Make sure the cannon launcher lands near the Stage 6 checkpoint.

Build

a hidden hazard field with safe reveal tiles

Learn

how color and transparency can guide a player

Ship

a mystery floor that becomes readable when touched

The big idea

Hidden hazards can be fun when players get clues. Today you build a field that looks mysterious, then add reveal tiles that light up when touched.

New words
Transparency
how see-through a part is
CanCollide
whether a player can stand on a part
clue
a hint that helps the player make a smart choice

Build it

Step 1 — Build the hazard field

Build this part

HazardField

Block
Open recipe
Size
30 × 1 × 30
Color
Dark stone grey
Material
Concrete
Anchored
✓ Yes
Place
After the Stage 6 checkpoint

Add several thin red parts on top of it. Name them Hazard_1, Hazard_2, and Hazard_3.

Build this part

Hazard_1

Block
Open recipe
Size
6 × 0.3 × 6
Color
Really red
Material
Neon
Anchored
✓ Yes

Put this kill Script inside each hazard (it is the same one from Stage 4):

local brick = script.Parent

brick.Touched:Connect(function(hit)
local humanoid = hit.Parent and hit.Parent:FindFirstChildOfClass("Humanoid")
if humanoid then
humanoid.Health = 0
end
end)

Step 2 — Add reveal tiles

Place three safe neon tiles before or beside the hazards. Name them RevealTile_1, RevealTile_2, and RevealTile_3.

Put this Script inside each reveal tile:

local tile = script.Parent

tile.Touched:Connect(function(hit)
local humanoid = hit.Parent and hit.Parent:FindFirstChildOfClass("Humanoid")
if not humanoid then return end

tile.Color = Color3.fromRGB(255, 222, 89)
tile.Transparency = 0
end)

Make the reveal tiles partly transparent before the game starts, then test touching them.

Step 3 — Add the Stage 7 checkpoint

Place the Stage 7 SpawnLocation after the hazard field. Add StageNumber = 7 and the matching Team. Give this checkpoint the same settings as Stage 1 (check AllowTeamChangeOnTouch, uncheck Neutral, match the pad's TeamColor to its Team), and uncheck AutoAssignable on the new Team so players always start at Stage 1.

Understand it

The reveal tile does not solve the stage for the player. It gives information. That keeps the mystery fun instead of random.

Try this

Learning beat

Try this

Three short experiments. Predict before you run, then test your guess.

Predict first

If a reveal tile starts at Transparency = 0.8, will players notice it?

Compare

Try obvious clue tiles and sneaky clue tiles. Which feels more fair?

Connect

Where else could a game reveal a clue only after the player explores?

Test your stage

  • Hazards reset the player.
  • Reveal tiles change color when touched.
  • There is a fair route through the hazard field.
  • Stage 7 checkpoint works.

If it breaks

  • A reveal tile does nothing. Make sure its Script is inside the tile, and that you set the tile partly transparent (for example Transparency = 0.6) before pressing Play — otherwise there is nothing to reveal.
  • The field feels random. Add more clues or make the safe path clearer.
  • Hazards do not hurt. Make sure the kill Script is inside each hazard part.
Coach demo

This used to be the place for VR hand reveal code. For ages 7-10, keep the required path tactile and visible: touch tile, see clue.