Week 11
This week I worked to have the game ready for the showcase.
Work of the Week
Visuals
I re-tiled the gate floors for each gate as previously the floors were made up of tiles I made with haste and had not been tested, resulting in quite the eyesore. Specifically, the gates of denial and bargaining, anger was mostly fine, I made only a slight adjustment so the tiles remained seamless. As for depression, I had already changed a few weeks earlier.

I also added the bloom effect to each scene in the game so that the game now had a consistent look as previously I had left it only in the dungeon scene. I also implemented the new enemy wrought attack animations to fit their hitbox a little more. However I did run into an issue in which the projectile from the sprite would not be rendered for whatever reason. Since the showcase was coming up, I decided to make a quick fix where I recoloured the hitbox orange to make it clear until we may have had time to figure out what the issue was.
Dungeon Doors
An old issue with the doors was the fact the player clipped through the sprite and that they did not have animations for closing and opening. I first fixed the clipping issue by changing the sprite, I made it so the open sprite had no texture for where it’s actually open, so the sprite was just a doorway, which now allowed the player to seamlessly walk under the doorway. This made navigating the dungeons look much more natural then before where the player just weirdly clipped through the doors. I then created new animations and begun trying to figure out how to implement the animations so that they functioned.

I realized the way it worked now was that the closed door sprites would just be switched off and on when the player entered and cleared a room. This meant I had to make new objects for the doors so the animations fully loaded. I created a new prefab and used the animator so that the door would be animated when closing and when opening using a bool, the idle animation would be the opened door. I also created a “trigger door” script vaguely following a tutorial, although I was unable to get the door animations working this week, all I managed to do was place them in each room prefab.
Boss Stuff
I added black borders to the boss room since the camera was wide enough for the player to see beyond the walls a bit, so this was a way of fixing it without heavily rescaling the room or ruining the camera’s screen ratio. I also implemented the boss animations, while we decided not to fully develop the boss we did decide on making a cutscene instead, as a result I had to implement the boss animations that Riya created. I also made the gate to the boss room itself. I modeled the appearance after the gate of depression and made a doorway.

After completing the doorway I sent it to my group where they then gave feedback that there should be some sort of animation within the door itself, something like a portal. I decided to make a whirlpool design, like a water vortex.

I sent it to my group and they liked it, we agreed that an animation would tie the design together and make the door stick out. I created an animation for the whirlpool and then created a prefab for the door that E-Jay added a script to which would call it to the furthest room from the player, to ensure the boss would be the last location the player would enter.

Miscellaneous
After we got the second enemy fully functioning I placed it in various rooms. When I did so I had initially neglected to attach the room manager script to it as well as to add it to the list of enemies recognized by the room manager, I also had to alter the code slightly so that the room manager would be able to detect it. I was able to accomplish this all the night before the showcase. I also added in the correct audio manager to every scene as previously some scenes still had the placeholder audio left over, which I corrected.
Thursday Showcase
Our showcase went well. The original creator of the GDD, Anna, liked what we had made and said that it captured the vision she had for the game. I recieved compliments on the art I had made for the game and most feedback was positive. Overall, the showcase was a success.
Reflection
This week I finished a fair amount of work in anticipation for the showcase which turned out to be a sucess. For the next and final week I will make some final touches and fixes (such as the door animation). Overall, I am pleased with my productivity.