Our second playtest was also in the middle of the week, which left some extra time for us to prepare. NPC’s were given pathfinding, talking, and looking animations to follow the player character around and demonstrate dialogue, and beer cans were added for some extra interactables since the scene was light on props.
Unfortunately, the whitebox wasn’t going to be ready for playtesting, because the NPC’s hadn’t been coded to suit the new layout, and creating the rat walls and tunnels had taken so long to make. Bewteen this and a committed branch on GITHub throwing the whitebox under the bus half an hour before the playtest was due, it meant we weren’t able to properly playtest the level design.


WEEK 9 TASK BREAKDOWN:
Parker:
–
Hugo:
– Added pathfinding, talking, and looking animations to the human NPC’s
Indiana:
– Texturing the whitebox, adding light sources, and extra assets
Chen:
– Added sound to the cake quest
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