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Skribentens bildDaniel Andersson

Project 2. Day 34. Title missing

I have no fun title for today. Since the day has "just begun". It's currently 11:30 and it's soon time for lunch. This morning have been some discussion about sound again. There are almost no sounds left that we need and they are currently polishing the disintegration effect for when the enemies dies, the closing of the elevator and the menu sounds.


Yesterday some of the designers worked a bit after school hours as well. I did not. Our lead came up with some things to do. So we were gonna find some balance and increasing difficulty when we are playing. As well as write down our upgrade choices for 5 runs and comment on what killed us and how far we got so we can kind of asses what is harder or stronger etc. So I did that after we had some discussions with the music people.


Close to lunch we had a bit of a set back. The latest push one of the artist did broke the entire game.. We don't know what caused it, he was gonna implement animation or vfx that caused our enemies to not function.. So now we need to troubleshoot and try to revert the damage that has been done. And I didn't know this and pulled the latest version.


It's now later in the afternoon and I had to re-pull an older version. Do all my playtesting once again. Since my previous playtesting were done with a version of the ranged enemies that only shot once every 3 seconds. So I had to redo all my playtesting with the new numbers. But sometimes I'm unable to choose one of the stat upgrades. So some runs I just have to restart after 2 floors which is annoying. We decided to just keep our current numbers as an overall guideline for this moment. Because we still don't have all the special enemies working.. The alchemist both ranged and melee don't do anything, same with the spectre. The spectre does his dash thing. BUT he don't attack it seems like. So most of our current numbers are without most of the difficulty.


We don't have a lot of time and it stresses me out, we have so many bugs to take care of and as a designer we really cannot do anything. We try to manage people and tasks..


Just before 4 PM we got a minimap into the game which was very .. not working. We have a gridlike system just as the rooms are built. And when you enter a new room that room appears on it's corresponding place on the minimap. And we wanted to have a small icon that represents the player that turns in the direction that you are so you can more clearly see that you are suppose to go a certain direction. We got that, but the squares that represents the room were missaligned and weird. The player icon moved on the minimap field so even when you exited the lobby to the first room , the player on the minimap was still in the lobby accoding to it. So we called in the programmer who made and told him more clearly that this is the way we want it. So hopefully we'll just have the player icon rotate when you do and just be in the middle of the square that represents the room.


This got us thinking about the other UI elements that have been weird in scaling. So we looked it up ourselves to see if we could find anything and somehow the UI has a 800x600 thingy. That makes our larger images to scale very oddly , it's a mess. I don't know how hard it will be to fix or if it's waaaay to late already since we had UI stuff from the beginning. So we might have to workd around that somehow.


Our lead programmer have been having some "beef" with the other programmers. So that's been holding them back quite a bit when it comes to teamwork and communications for the other 2. And right now he is not speaking at all with anyone it seems like unless he really have to. When we have him in a call he only says like "Ok" "mhmm". Kind of seems like he has just given up and I don't really know why. Maybe motivation or something who knows. But I feel like it's really affecting us.


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