16/4 Day Twenty-Two Of Game Project 2
Today I did my best to thoroughly test out the mechanics we have to make sure that we can get into the tweaking and playtesting phase as quickly as possible. I found some very subtle bugs that needed to get fixed. I also made sure that the script could handle a full level with numerous rooms. Lastly, I continued to iterate on a puzzle concept I'm thinking could be a possible candidate to be featured in the game. However, it still needs some iteration before we will be able to use it.
My co-designer continued to greybox some puzzles started to use some of the new placeholders that the artists provided us. We can now try out a fair deal of our puzzles and let others play them to see what needs changing early on.
At the end of the day, we got one who gave us a lot of feedback regarding player feedback and UI, which we will take into consideration if it proves to be a problem for others as well.
The programmers finally seems to have made great progress when it comes to pathfinding and AI of the enemies, as they now chase after the avatar when they get close enough. However, they are working on a bug which they are unsure exacly why it is occuring. The programmer told me it had to do with an unsigned int, which thought that every binary number starting with a '0' was a negative number, which caused it to think that the avatar is outside of the navigation mesh. If you are a technical person, maybe you can make more sense of that than I can.
But yes, that was basically it for today!
// Samuel K.
My co-designer continued to greybox some puzzles started to use some of the new placeholders that the artists provided us. We can now try out a fair deal of our puzzles and let others play them to see what needs changing early on.
At the end of the day, we got one who gave us a lot of feedback regarding player feedback and UI, which we will take into consideration if it proves to be a problem for others as well.
The programmers finally seems to have made great progress when it comes to pathfinding and AI of the enemies, as they now chase after the avatar when they get close enough. However, they are working on a bug which they are unsure exacly why it is occuring. The programmer told me it had to do with an unsigned int, which thought that every binary number starting with a '0' was a negative number, which caused it to think that the avatar is outside of the navigation mesh. If you are a technical person, maybe you can make more sense of that than I can.
But yes, that was basically it for today!
// Samuel K.
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