Week 7 has been a dramatic increase in positivity for me. Developing the new level, Sunset Showdown, has been both entertaining and hugely productive. As of Friday (after 3 days work) the level is complete functionally, and can be played from start to finish. It is the hardest level (as it is the final one of our beta build) and other than collectible floppy disks, is ready for players to experience. I have had a few non-team members play through it, and have had a positive response.
This week I also rebalanced and finished the second level, ‘Falling Down’ to make sure it was ready for the artists to attack with their wonderful art brushes. The level was tweaked to make it much easier, as well as adding in both checkpoints and floppy disks throughout. I am pretty happy with how Falling Down functions, and am positive about its position within our overarching structure. I fixed some small issues with this level, as well as adding in the energy fence, which is now fully usable. The energy fence blocks the players’ way until it is deactivated, and usually will require players to use a crate on a pressure plate in order to proceed. There are both button-activated and plate-activated options within the game, to make sure that players understand how both of these concepts work. Making this level complete also energised my desire to complete the final level as well. In the meantime, we also created a bunch of new assets for the game. On my suggestion, Conrad and Scott between them created a wagon and a horse, as well as textures and other props. The massive prop injection into the scenes has made the game look a lot better already. Sunset Showdown, the final level, is something that came together in the first few days of week 7, which was hugely inspiring. The final level uses all of the mechanics present in the other levels, and presents quite a challenge. I am happy both with the level of challenge and the level of entertainment presented to the player. Some platforming and grappling parts in particular are more challenging than any of the other levels, and the requirement for player skill is somewhat higher. I still have to go through the level and add in new content (like the water towers) as well as tidy up some elements, but I am hugely positive about the result that I have reached with Sunset Showdown, as well as the bounce back from last week’s mediocrity. This week I have also tidied up my documentation, and am starting to log everything properly. The documentation in the group log that I created I have not been using as much as I should, so I have gone back and added in the tasks that I completed over the past week. The last few days that we have to work on the game will be productive and result in a title that we can be proud of, fortunately.
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September 2017
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