With Armageddon this week and Pax the following week, we needed to make a push for polish this week. Again, I made a number of improvements regarding Klepto’s arm and grappling. I fixed an issue which occasionally prevented people from grappling with the Right Trigger on the Xbox controller. The indicator now scales and fades in when the grapple point comes in-view or in-range. Additionally, the arm has become more stable, thanks to getting some assistance from the people that developed the rope physics plugin we are using. When the player drops a crate, if they are near a pressure plate, the crate will automatically snap to the pressure plate.
I also edited a couple trailers. One was for Armageddon and one was for our accelerator application and is now on our Itch.io page. The reception for Armageddon was generally positive and served as a good stress test as a number of crashes and bugs revealed themselves as the crowds came to play. Throughout the week, I spent a lot of time working on the PS4 port of the game. After many issues with getting a build working, I was finally able to get one with a simple scene. There were issues with shaders that I had to fix and unfortunately, the physics arm won’t work on PS4. After the success with the simple scene, I attempted to port Level 3 to the PS4. The performance was terrible. I am working through a guide online to improve the performance but so far, the improvements have been fairly minimal. I think I will need to add more walls to box in each section of the level so that occlusion culling can work better in this level as it is currently quite open.
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