Pain peko


After a rough night with a large amount of bugfixing done we are once again ready to deliver a new build to you lovely people.

 Featured: 

    • new directional booster, improved gym level. tweaked zoomed out camera's
    • Fully functional player detection feature, gym adjusted to make room for in progress patrol AI testing, new detection SFX.
    • Implemented a camera shake to the stomp, Added a particle system that activates when the player activates the stomp, added a boxcollision to the player character that knocks back enemy npc's on overlap.


What was planned:

    •  Make a directional booster, make a better gym level, bug fixing
    • Player being able to enter and escape from view & patrolling hazards
    • Make and apply VFX for the Stomp Ability , Apply sounds for the Stomp Ability ,  Make and apply an animation after the stomp ability is engaged (replaced with camera shake) .


 Known issues:

    • still working on balancing the booster and glide, character dying animation not playing. players can fly through the  air by spamming LMB.
    • could not get the BoxCollision that launches enemy NPCs to activate only after the player has reached the ground after using a Stomp (and then to deactivate after 1 second for example). At the moment it’s activated at all times. 
    • When the Vision cone passes through level geometry it still detects players on the other side due to being a static mesh, Procedural mesh cone is non-functional for generating overlap or hit events. Falling off the edge at the bottom of the camera testing area destroys the player character and forces the player to restart the whole game

 

Upcoming build plans:

    •  More bug fixing, improving on gym level, tweaking variables related to features. implementing controller support.
    • Patrolling hazards, Vision cone deformation on collision with level geometry
    • Making the Impact Radius work, Making the Stomp ability work with a controller, Creating a destructible floor that gets destroyed after the player Stomps on it.


Areas for feedback:

    •  feel of the metronome booster, thoughts on the floaty feel of the character,
    • Stomp ability feel after killing an NPC ,Stomp ability feel after failing to kill an NPC (combined with the “LaunchCharacter” feature) ,  Jump feel considering that the character needs to feel floaty 
    • Detection responsiveness, speed of detection.

Files

2021-y1b-team-6-win.zip 147 MB
Version 3 Jan 13, 2021

Get 20/21 Y1B - Team 6

Comments

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Week 6 Feedback:

General:

Watch out for executable names. You've got two in the build right now, and "Disengage" doesn't run because of a plugin (please do not use plugins). Feedback was given via the PlatformGameTemplate.exe.

Feels like there's not a lot of love given to the 3Cs in any of the levels - camera distance is solid for the type of game this is (I think) but character feels pretty generic.

All in all, not seeing a cohesive game emerge yet, and it feels like the tech might be driving the design rather than the other way around!

Ethan:

No escape key functionality on character? Couldn't get back to main menu.

Cameras are functional and pretty. Shame to not have any audio or movement. Good to see some small challenge setup but balance is WAY off. Think about the purpose of these cameras in gameplay - are they things I have to avoid, or things that hurry me onward? What does each of those two options mean for the gameplay?

Use the design site to explore stuff and provide explanation/justification, because right now the gameplay implications of the camera feel under-considered, and I can't tell if it's the technical limitations that prevent it or not.

When it comes to indication, there's feedback, but the problem with a colour-shifting light is that the player has no visibility on the end point of the indicator. Under the current situation the end point = failure, so it's a little unclear.

Remco:

As stated, the bug in your glide makes it unplayable right now. Again, if treated as a bug, this is unfortunate but understandable, but if you take this as a new gameplay direction it means tossing everything you had up until now for game design. Consider this move carefully - can you give this the careful game design thought it deserves under the circumstances? Again - use the design site to indicate your intentions, because they're unclear from the build.

Victor:

Functional and has a nice feel via the particles and SFX. In practice the smoke is better than it looked in the gifs! Some sense of challenge, but not much.

Be very wary of using destructible meshes. Gameplay is affected by terrain shape, and destructible meshes give unpredictability to this! Best bet is to turn off collision, unless you're very careful and clever and can use them to your advantage without creating a problem.