Oh yeah, its all coming together


After a bit of a woozy with last week's build not being uploaded properly, this week we have a brand spanking new update, where you can really start to see the direction were headed in in regards to our features.

Featured in this week's build:

  • First three C's setups.
  • Customized gym levels providing accurate metrics to the features.
  • Line of Sight Hazards with working detection cones, visual and audio feedback and consequences. to detection
  • Working Stomp ability with  auditory and visual feedback in the form of camera shake and particles., as well as patrolling enemies which can be stomped on to kill them.
  • Functioning glide feature, aswell as a glance into the W.I.P metronome that will function as the directional booster for the glide.


What was planned:

  • Player detection & audiovisual feedback in the form of beeps and vision cone colour change (LOS)
  • Consequences for player detection (LOS)
  • Modified stomp ability with an impact radius (Stomp)
  • auditory and visual feedback (Stomp)
  • Working metronome booster (Glide) 
  • functional glide mechanic. (Glide) 

Known Issues:

  • Victor had issues with making the impact radius work, aswell as making the stomp ability work with a controller and creating a destructible floor that gets destroyed after the player stomps on it.
  • Ethan had issues with the detection sequence not being able to get stopped guaranteeing a game over, aswell as the differences in character mesh and  collision player resulting in the player not being detected until the centre of the player mesh enters the vision cone.
  • Remco had issues with getting the metronome to work on the proper axis, aswell as dealing with various interaction bugs.

Upcoming build plans:

  • Functioning metronome booster mechanic
  • Working stomp radius
  • Stomp working with controller
  • Creating a destructible floor that gets destroyed after the player stomps on it
  • Fix mesh detection issues for LOS Hazards
  • Work on creating moving line of sight hazards
  • Test out  some more detection consequences
  • tweaked finalised character movement.
  • Major bug Fixes
  • Work on creating pads upon which the  metronome booster can be activated


Areas for Feedback:

  • Line of sight hazard feedback settings and feel.
  • Three C's setups
  • Feel of the glide character movement , both regular and mid glide.
  • Thoughts on the metronome concept ( from someone else than alan)
  • Stomp ability feel after killing npc
  • Stomp ability feel after failing to kill npc ( combined with the "LaunchCharacter" feature)
  • Jump feel considering the character needs to feel floaty.


    Files

    2021-y1b-team-6-win.zip 147 MB
    Version 2 Jan 10, 2021

    Get 20/21 Y1B - Team 6

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