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WEEK 6 PROCESS

Summary:

We did not have any meeting for this week, but before we went on the reading break, we agreed to modify the visual assets of the game. For the first playable, the visuals already looks great, but it took too long to complete. According to the visual artists, the assets for the first playable are not good enough for a final version, every assets will be redrawn in higher fidelity. We were also considering cut scenes and animations, so we need many sprites for the protagonist. Hence the assets takes too long to finish, our visual artists want to change the art style and simplify the art style.

Contributions:

I have made minor changes to the code to solve some bugs. From the first playable, the player was not able to jump on the left cliff in some occasions, now the player is able to jump at any location of the cliff and at any time. The player sliding on the slope is been fixed, when player is on the slope without any input movement like left right and jump, player stand still on the slope. When player jump on the edge of the wall, player pause in the air until the key is release, this is been fixed. There is no more affecting collider between the player and the wall, player comes down smoothly. When layer reach the end of the map, the edge of the filter is not shown anymore. For future prototype, the filter need to be drawn bigger. The heartbeat of player is also been fixed, when player is uncloaked, the sound stops without affecting other sound clips. The last change I did is to move the activation point along with the latcher potato, so potato is always activated within the set range.

Reflections:

I am very worried about the art style and level design. If we change the art style, it might affect the genre we have proposed for. If the simplified art style still take very long to complete, then we should make it simpler, but still pull off the thrilling genre. I prefer we spend more time designing the actual levels to build a good enjoyable game. How obstacles are laid out, where the enemies are, how the mechanics are used, and how we are building the puzzles are very important. I would rather have an enjoyable game with low fidelity assets, than a high fidelity visuals game that is not fun. Overall, we should do things that we are capable of doing according to the resources we have.

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