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  • Writer's pictureChris Louie

Week 12

Team Progress

Our team held a meeting this week where we discussed our level setups and our body mod switching station. For the rest of the week, we worked on coding additional enemies, refining the existing body mods, updating our body mod switching station with a more usable UI, and implementing feedback from the previous week. We ended up creating four playable levels for the beta code submission and playtested them. Based on the playtest results, we updated our GDD and completed the playtest report.

 

Individual Contributions

This week, I finished creating the intensity ramp using the types of setups we previously agreed on. Based on the floor overview we created, I began organizing them to create the intensity ramp. I created a diagram of the intensity ramp showing where setups and setup combinations would potentially be introduced and repeated. Each letter in the diagram corresponds to the type of setup (all A's are jumps), while the single letter and the letters with numbers correspond to a setup of that type.


Diagram of intensity ramp showing the potential placement of setups and setup combinations by floor and room.

I also worked on the sound effects and background music for our game. This week, I created the grapple hook sound effect. I created this sound in parts, layering and mixing different sounds together to create the sound I wanted for each part of the sound effect. As well, I worked on the background music for our game, creating tracks of different styles. For the final submission, I will finish the remaining sound effects and use the list of background music our team is creating to finish the background music.

 

Reflection

One issue we ran into was the prefabs setting themselves to inactive randomly. We found out that this was caused by the Resources.FindObjectsOfTypeAll function being called when the player dies to find all abstract level objects to set to inactive. However, this function also finds the prefabs of the abstract level objects and sets them to false. Because we check for abstract level objects not in the scene and delete them from the array of abstract level objects before setting the remaining to active, the prefabs get deleted from the array while inactive. This causes the instances of the prefabs to also be inactive when the project is reloaded. To solve this, we will try to use an alternative find function to avoid finding the prefabs.


Another minor issue we ran into was the values of some prefabs being changed by themselves. This was caused by creating each instance these prefabs with the Instantiate function without assigning them to a variable. This causes the changes made to the instance to actually change the prefab instead. to fix this, we will assign the instance we create to variables.

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