Quick blog, as I'm currently tearing my hair out trying to get Phantom platforms working... This week, we decided to make it a Star Jump week and get it out of the market. So far, it's been going relatively well. We could have this done quite quickly if we keep going at our current rate. I've been stuck on Phantom platforms for the past few hours, which is odd as the one's in Reprieve work pretty much perfectly, yet I can't get these ones to work quite as well. More tweaking to do, I guess. The phantom platforms are clouds and the idea being you just go through them from one side but it's proving to be strangely more difficult than I thought it'd be. It's been mostly a week of re-doing a lot of what was already in the last demo of Star Jump. It's a completely new project, so everything is being redone. It's been a fun change of pace for the most part. I've also got the majority of the game's mechanics in. Still have to put back in the super jump which will now have a little cutscene of sorts rather than what we had before in the old demo which ended up being more of a penalty than anything when the platforms didn't spawn in where you'd expect, giving massive un-jumpable gaps. We're also adding in a little continue thing which will be linked to something else. More on that later Later today, we're hoping to do some white-boxing on Reprieve to get more of the next temple done. The plan overall is to do a little white-boxing every day to move things along a little better. Short blog is short. I'll be back on Sunday for Sunday Musings
Enjoy the rest of your week! It's time for this weeks blog. I've been putting it off long enough today, I think I've been getting through a decent amount of work so far this week. I've been mainly spending most of my time getting through the Air Temple levels and making them work as playable levels. That's required a lot of play testing and then making changes to whatever needs to be done to make it work as a level. I've also needed to change a lot of scripts to make them more flexible for use in other situations. Other scripts have needed a complete rework, like the Wind Worm. The idea of the Wind Worm is that it can pick up stuff and move them elsewhere...like Evelyn. When the enemy (if you can call him that) was initially made, he worked reasonable well, but as usual I made changes and managed to make it break. I had to spend a good while getting that working again. It's now grabbing Evelyn correctly and other stuff too. Finally, we can now play through the entire Air Temple I'm also working on the climb levels leading up to the Air Temple. This meant fixing the spawning on the Chain climber. Up until now the problem with the spawning was that Evelyn would always spawn in the same place, regardless of where you were on the Chain Climber in the previous level. So, to fix that I've created a persistent GameObject that carries on to the next scene and uses the characters local position to place Evelyn in the correct place. Small improvement but a nice one. After that it's onto the puzzles on that section. Huzzah! We've also spent some time white-boxing and also doing concepts for Enemies. More on that at the weekend though. That'll do me until Sunday. Until then!
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Dan's Dastardly DictionSo, I'll try keep this somewhat updated. If anyone reads this and has a question or whatever, just comment Archives
January 2016
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