With Armageddon coming up on the weekend this week was all about finalising and polishing the build to demo at the showcase. Firstly, the glider level was revamped with some new fire models which have now been used underneath the glider fans in the level. This gives the rising smoke context and provides another visual cue for the player to recognise and aim for. The glider levels lighting was also baked which increased the overall visual appearance of the level.
Other than this most of the time was spent on building and playtesting the final build for the Armageddon showcase. One of the major bugs encountered was the construction of the level select bridges after exiting different levels. Because of the new asynchronous loading system, the saving and loading manager was not functioning correctly between scenes and this was causing the issues when loading into the level select. It took a large chunk of time to find and resolve this issue however, it has now been fixed and is working as intended. We also used Unity’s profiler to try and determine the cause of the major FPS drop in the glider level. Upon doing so we discovered that the trail renderers on the wind particles in the level were causing the game to drop between 120 and 140 frames. To increase the frames during the glider level, the wind particles were changed and as a result we now have frames of up to 200 during the gliding sequence. Apart from preparation for Armageddon, I also started building the new Aztec glider terrain which will act as the canyon for the player to glide through. This glider level will differ from the first one encountered in the wild west as it follows a much more “curvy/bendy” path as opposed to the straight linear path found in the previous level. A new system has also been implemented to allow the player to disconnect from the glider and continue platforming. This allows for more diversity when building levels as it gives us the opportunity to design levels which have multiple platforming and gliding sequences. Finally, the week ended with us displaying the game at Armageddon and receiving lots of feedback on the game. Overall the feedback was very positive with most people finding the game fun and a couple of people playing through the entirety of the game for periods of up to 50 minutes. With the feedback received form Armageddon we are now ready to fix some of the issues and continue developing the game over the next week as we prepare for PAX in Australia.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
November 2017
Categories
All
|