Build V.4


General

  • Added controller support to menu screens
  • UI Visuals Changed

Dash

Mechanics

  • Added Dynamic Camera

Gym Level

  • Debuff / Danger zones have been added
  • Patrolling hazards have been added
  • Added new teleports
  • Counters for Jump fails and amount of dashes is added
    • Press J / X on gamepad to show
  • Corrected some metrics

Bug Fixes

  • Fixed a bug where dash wouldn’t recharge on respawn

Known Issues

  • Character keeps it velocity when respawning
  • Vertical Camera allignment is off


Danger Zone

Mechanics

  • Radiation decreasses jump height and disables dashing
  • Blizzard disables dashing
  • Audio for healing has changed

Gym Level

  • More challenges have been added
  • Teleportation has been added
  • Patrolling hazards has been added
  • Total damage done counter has been added
    • Press J / X on gamepad to show
  • Total healing has been added
    • Press J / X on gamepad to show
  • Challenge levels has been added
  • Character feels more floaty
  • More dynamic camera in game

Bug Fixes

  • Healing has been fixed. Can’t have more than 100 health
  • Particles scale with zones now

Known Issues

  • Healing audio plays when player is fully healed

Patrolling Hazards

Mechanics

  • Added new hazard type called “Free Hazard” which utilizez Spline for more dynamic and free movement.
  • Added posibility to more easily change the material of the hazard
  • Changed up some nodes in the Damage part of the blueprints to make it more compact.

Gym Level

  • Added a “FreeHazard” to test the behaviour out and check if there are any issues.

Bug Fixes

  • Had to fix the collision box for the “FreeHazard” as it didn’t detect collision on the sides.

Known Issues

  • The hazard has a delayed start in movement which gets bigger or smaller according to hazard starting speed.
  • Some collision boxes get bigger than intended when making the Hazard bigger.
  • Character metrics and camera position reset to original values after first death.

Get 20/21 Y1B - Team 10 - Lazy Lily

Comments

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(+1)

Week 6 Feedback:

General:

Clearly a game that's almost come together brilliantly. Next big push: a few polish touches to the hazards, centralise the character can squash a couple major bugs and then you're there!

Tudor:

Some nice work exploring patrolling hazards, and some nice curves to a couple of the motions. Still a distinct lack of "foreshadowing" (signalling upcoming movement) and generally going through the basics of moving hazards right now. Try and think about giving them life - a little wobble squash-stretch before moving, or a little impact tremor on the camera for the stompers.

Character is catching up to Davy and Hoikei: floaty and light and doesn't feel out of place.

Davey:

Really nice work on display. Didn't see much variation in challenge in the gym (might have been further along, I didn't get right through it) so hoping there's plenty in the design site.

Character and camera are lovely. Camera lag horizontally is great, wonderful compensation for turning now. Camera lag vertically becomes unplayable when falling, though! So close to perfect - needs that falling lag addressed ASAP.

Hoikei:

Not sure that Blizzards or Radiation were actually working? Both seemed to only apply damage, and neither felt particularly impactful. Again, be wary of style over substance: particle effects and SFX are a nice addition to get the feel/intention across but should be second to functionality.

Much prefer the "short pause + total refill" version of the healing sunlight that was in the first level. No reason to hang around, and a nice satisfying "pop" on refill.

Really nice addition of moving hazards to blizzards. A clear, fun game coming together here!

Accessibility: the SFX on damage are not enough. Make sure there's some kind of visual indicator as well.

3Cs are not nearly as satisfying as Davey's, though I think I prefer this camera distance slightly (could be due to the falling camera lag issue in Davey's levels).