This week has been the final week of our alpha phase of the game in which the team finalised a playable alpha version of the game. This alpha build consisted of a level select hub in which three levels could be selected and played. With the majority of our major mechanics now implemented within the game, this week a heavier focus was placed on playability, making each of the mechanics feel as good as possible as well as debugging. One of the things that previous playtests had suggested was to increase the feedback received when crashing the glider. To tackle this challenge Juan and I worked on making the glider model able to break into many pieces when crashing. By using some explosive forces and the new glider model which is split up into smaller fragments, we were able to create a crash which gives more feedback to the player and gives them a clear indication that they crashed the glider. A big emphasis was also placed on the “holo room” which will act as the level select within our game. The new model was placed into the game and the rings within the sphere were set up to spin. The teleporters were also placed in the scene to allow the player to choose which level to play. The three levels within the build were constructed using our level toolkit and each incorporated 2 – 4 main mechanics to focus on. The level that I created utilised the mechanics of turrets, grappling, jump pads as well a glider course as the final section. Other than this a large amount of time was spent on optimising code as well as debugging some serious issues within the game. Some of the challenges tackled included camera improvements when grappling and platforming near walls, glider usability and feel, as well as fixing a serious issue related to the new “rope arm” which caused the game to crash when loading a checkpoint for the player. The majority of the major bugs that we are aware of are now resolved with a few small optimisations and fixes still required.
In the week to come one of the things that we will be focusing on is improving the use of our JSON saving and loading system as well as planning and setting up the structure for our game save files and data to be saved as a whole.
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September 2017
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