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Week 5

  • Writer: Chris Louie
    Chris Louie
  • Oct 9, 2019
  • 2 min read

Team Progress

Our team held an online meeting this week before the playtest sessions to finalize/finish prototype 1 and prep for the playtest sessions. We then did 3 playtest sessions and had an online meeting afterwards to discuss the playtest results. Based on the playtest results, we updated our GDD and completed the playtest report.

Individual Contributions

This week, I created the test level based on our chosen body mod and jump limits of the player character. Since we did not have time to create our own tiles, we decided as a team to temporarily use the free 2D platformer assets from the Unity Asset Store. Using these assets, I created the first iteration of the test level. After getting the test level approved, the level was edited by the programming team for the final version.


The first iteration of the test level.

The final version of the test level with the player character and enemies placed.

I also helped out with one of the playtest sessions and summarizing the playtest results for the playtest report. I helped provide extra information for the playtest and made sure everything we were testing was covered. For summarizing the playtest results, I helped contribute any information the team needed.


Reflection

One issue that came up with our prototype 1 was the player hitting the ceiling of platforms when jumping. This occurred due to the player jumping actually around 2.5 blocks. Solutions to this issue that we came up with were to either decrease the player collider height (which ended up making the player clip into the ceiling 0.5 blocks) or to increase the ceiling height (which would affect how platforms are placed due to some jumps not being possible when changed). We decided on was the latter solution and will adjust our player's jump or platforms accordingly.


Another issue that occurred was the player being able to hang over the edge in the falling state (which disables jump). This was caused by the colliders being 2D capsule colliders. In the future, we will change the colliders to box colliders to fix this issue.

 
 
 

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