The team started expanding Level 2 and incorporating new elements into it, like a functional melee enemy as well as hacking modules which needs to be unlocked to progress further into the level. We have also added more indicators to moving objects as well as for attacking enemies.
This week, I kept expanding the UI more and it's still on experimental stage. Particularly, I wanted to try stacking cameras so that the UI is rendered differently from the game scene. I am hoping that would allow me to achieve any particular effect I want to process over it, particularly lens distortion. I ran into some issues with it as the canvas didn't seem to be affected by it. I am hoping the bug should be fixed by next week.
Other UI elements were tweaked too according to the feedback we received last week from our weekly meetings. I worked Robert to replace the existing tutorial layout in game.
From the art side, I replaced the existing death barrier in Level 1 with a capsule one as it gives the level as fluidity instead of looking fragmented which it used to. There are more tweaks needed for it but it should be polished up before the beta.
For Level 2, we will need some VFX effects for the new mechanics, so we are hopeful that those will be incorporated by Week 9.
The main issue I feel that's remaining is the camera. It has been causing many dependency issues in game, even with the UI, so I'm currently working on making it independent to ensure the number of bugs reduce over time.
Hours worked: ~10 hrs
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