Team 12 Report 5 – Beta Polishing & Problems.

Hello everybody! This week has been a tough one filled with hours upon hours of work for us! The beta presentation has always been like a shining light at the end of the tunnel for us and we really wanted something nice to show during the presentation. Unfortunately this week has also been plagued by a lot of problems and communication errors between the programmers and the graphics artists. But problems aside this week has been very productive and we have gotten a lot of artifacts and features completed and polish.

This week is quite hard to describe by only talking about one artifact or feature so I will go through some of the things I have been working on for the beta presentation.

So first off I have been working on the spiders movement and finishing it up. It now hangs in the ceiling and dangles up and down when time passes. This was done by just having a speed variable that can be positive and negative, so when it is positive it goes down and when it is negative it goes up! I also tried to make it more menacing by making it so that the spider would leap towards the player when he or she was close to it. This feature was scrapped because it did not fit the game and it made the spider way to hard to dodge.

The second thing I worked on this week was the troublesome geysers. This artifact is the one that I disliked the most in the entire game. So my task was really to make the geyser a fun and challenging obstacle for the player. The geyser is a ground based obstacle and acts like you would think that a  real geyser would work. It has an internal timer that makes it change animation into an attacking animation. The geyser attacks with a beam of hot water that sprouts out of the ground towards the player. The real challenge here was to make it so that the geyser would only be dangerous towards the player when it’s attack was active. This was a challenge since I had to time the hitbox for the geyser with its animation. The end result was that the geyser too was way to strong of an obstacle.

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Other than that I worked on level design, fixing the sonarbeam, tweaking the speedpowerup. This week has been a challenge but it has all been worth it considering that now we almost have a completed game!

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1 tanke på “Team 12 Report 5 – Beta Polishing & Problems.

  1. lucasgullback

    Hello,
    I’m glad to hear that you have managed to complete and polish a lot of features and artefacts although the problems you’ve experienced such as the miscommunication between the programmers and the graphics artists. Most groups seem to be working on improvements and polishing features at this stage.

    I think that you have described well what you have been working on this week and how you have made it for example, where you describe what you’ve been doing with the spiders. That they move up or down depending on the value of the speed variable. You also describe what didn’t work with the spider, that the leap feature was too difficult to avoid and had to be removed. I think that pretty much sums up the ”how ” part.

    As to why you worked on this is because you wanted these features completed for the beta presentation. To get features and artefacts completed and polished are probably on most groups to-do list this week. I can’t really think of any improvements that you could have done so I am not going to go into that. I think this was a good post and overall I liked it.

    Keep up the good work, Good luck!

    Gilla

    Svara

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