Klepto’s alpha phase concluded this week with a build that featured a level select and three levels to traverse. Mechanics concerning Klepto’s mechanical arm were further improved this week. The arm no longer jitters when riding on moving platforms and grappling on turbines feels smooth after switching to a physics-based rotation. Improvements were also made to the grapples disconnect logic to improve stability and make the game fairer. Additionally, the new model for the grapple point has been added and integrated into the Level Building kit. The level I contributed to the Alpha build made use of the newly improved turbine movement, floor fans and a variety of other objects found in our Level Building kit. Initially, the floor fans were not an interesting mechanic because the player was simply forced up when walking onto it, very similar to what the jump pad already did. However, their true value was realized when they were placed in sequence above an abyss and the player had to use their propeller to glide between them. The fans were also fun as a mechanism to push players off moving platforms if they weren’t careful. With our Level Building kit almost completely fleshed out, this level took only a couple hours to build. In preparation for the NZGDC, I spend extra time polishing a demo build of the game which featured just one level. I added a tutorial system to give instructional text popups when the player walks to a block with a “?”. I also added a scene at the end in which players can give feedback using the Stomt plugin. This will be helpful for when the demo is shown because we can get insightful information without always supervising our game. Additional fixes and visual tweaks were made to the level for the demo and the ability to make Klepto walk when gently pressing LS was implemented.
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September 2017
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