After a short break, we have now entered the gold phase of Klepto in which we plan on refining and tweaking our existing mechanics that currently exist in the game. The purpose of the next eight weeks will be to achieve the highest level of polish possible for the game without the addition of any new major mechanics or features.
After recently attending the NZGDC conference and joining a workshop on using Cinemachine in Unity, we decided to attempt the incorporation of the cinematic cameras from Cinemachine into the game. Currently there is a variety of camera shots and cuts, which are used within the level, select which are hard-coded to move the main camera to create cinematic shots. Cinemachine would make these cinematic shots much smoother and more controlled than the current implementation. A fair amount of time was spent on implementing this into the game during the last week, however we were unable to utilise it because it appears that we would have to replace our current custom-made free look camera with a virtual one from Cinemachine. This would interfere with the rest of the gameplay currently set up and as a result, we have decided to drop the idea for the time being. The level select functionality has also been slightly modified and some minor bugs have been resolved with regards to levels being accessible before previous levels had been completed. The glider movement has also been tweaked due to an unexpected movement behaviour, which was discovered whilst playing. Because of the multiple types of banking and rotations of the glider there was an issue causing gimbal lock to occur when banking downwards and to either side. This would result in the glider actually banking in the opposite direction, which made downwards movement feel unrealistic and hard to control. The rotations have now been changed in a way that allows rotations related to visual feedback to occur separately from the rotations that actually cause the glider to bank and turn. The electrocution animations and sound effects for the barriers have now also been implemented into the game when the player touches the electric fields. The player is also forced back from the fence after a few seconds of being shocked.
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