Week 12

I finalized some aspects of the game this week.

Work of the Week

Additions & Changes

The first thing I added in this week was a cursor to the title screen which was a very straightforward script with only a few lines. I made it an object that appeared on the screen. I also adjusted the player’s attacking speed and animations, as one of the notes we got from the showcase was that they felt the player didn’t move fast enough. I adjusted the values of the code and changed the way the attack animations were triggered. Previously they were triggered using a bool, which for some reason could cause the attacks to freeze if used in quick succession, I suspect this is because since bools function off of true/false statements, there is a slight delay between when it’s set as true/false which could cause the game to glitch out. I changed the bool to a trigger which made much more sense for an attack animation, this way it would only trigger when the player inputted the attack key and wouldn’t rely on checking if the function was true/false. This allowed me to speed up the attack easily and adjust the animations. I made the attack much quicker to try to balance the game and make it more fun which I believe I accomplished.

Sped up attack gameplay

Gate

I altered the lighting of the gate scenes to try to direct the player in the direction of the gates as previously it wasn’t as clear where the player had to go when entering the gate rooms. This way the player would see where the light was emanating from and be more guided towards the gates. I also implemented a sound effect for the gate of depression opening.

Doors

This week, with the help of Ross, I got the door animations fully functional. Ross helped by altering the code of the room manager script to broadcast a statement that would signal to the doors to play the animation when to open and when to close. I tested it and it worked and thus the animations for the doors were complete, at least for the dungeon, for the tutorial, the doors functioned differently so I didn’t end up getting around to implementing the animations there but I did change the sprites so that they player didn’t clip through the doors and instead entered each room by walking under the doorway. I also added doorways to the hub.

Credits

Before submitting the game we updated the credits a bit to more accurately reflect our individual roles. I communicated with my team members that I had disagreed with the original credits and roles outlined within it and thus we created a new set of credits.

Credits version 1

The new credits were much more accurate to our roles and contributions. I implemented them into the game after we agreed on their accuracy. We also changed the way it was sectioned, instead of multiple people under each role, each person’s roles would be outlined below their name, all in alphabetical order.

Final Credits

Reflection

I’m mostly satisfied with my work output this week, I do wish I could have fully implemented the door animations into the tutorial but unfortunately I couldn’t get around to it. That aside, I am pleased with what I completed and believe that we now have a game ready for submission, one that we can truly be proud of.

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