This week was a little different since we did not have class. We could not meet up in class to discuss what to do for the next build like we usually do. Instead, we worked out a time on Saturday to meet up and list out what we want to do for the beta. We ended up forming a pretty big list, most of them however were bug fixes or changes to the level design. The ones that I worked on were changing the enemy model so that it meets our new model, adding the new debris into each level, and fixing a respawn bug.
The enemy model was pretty easy to implement since all of the enemies so far are from the same prefab, I just changed the prefab so that it has the new model. This changed all of the enemies from both scenes, so after some resizing and repositioning they were good to go. Next, I added the new debris into both levels, I tried to make it so that they would block the player's path in large areas, that way they can serve as obstacles that the player has to go around. This was especially the case in the second level where I put two giant crates in between a swarm of enemies, so if the player chooses that path they MUST deal with the enemies or risk getting shot down. Speaking of getting shot down, there was this weird glitch where the player would spawn below the start platform and if they were moving fast they would end up keeping their momentum. I ended up fixing it by setting a spawn point, instead of making the spawn point the platform that way the player would not spawn inside the platform and get shoved off. Finally, I made sure that the player’s momentum was killed when respawning, that way they don’t crash into either the platform or nearby debris.
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