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  • Writer's pictureCooper Schneider

01/25/2018: Retooling and Fixng Errors


This week I was put to tasks for polishing some existing systems to make sure they look better for the player and are more understandable. For instance, I made it so the player bar will now blink red and back to its original color whenever the player is at 1/5 of their max health.


I also made the starting animation that plays when a player enters with a key typing sound and Start shaking on the screen as the boss sets up their first attack. This gives a coolness factor to our game that we really want to have so players can be impressed with the boss. 



I also began retooling the UI for the equipment shop. There was a large issue where the player couldn't always purchase the new weapons that they bought. I had to delve into the code and after some digging I found out that the values were only being set on start. This caused issues if the player opened the equipment selection already once before purchasing things in the shop. It now works off of resetting the values on enable and then setting the ones that are active to work properly.




The last thing I have worked on this week so far was improving my assemble boss' attack to make a wall which will the head towards the player. It now comes in head first to make the player can have an easy visual when they look at the boss.

Next week I would like to start making the levels that precede each boss. We wanted to  make new levels that each appendage has, similar to how Megaman bosses have their own level before their fight. I would like to make a level for both of my bosses, being the sword and  assemble boss to help me improve my level design skills.

One thing that may be keeping me from being as productive as I can be is that a lot of our things revolve around a player prefab we made and almost someone has it checked out at all times. This causes me to not work on anything relating to the player until I get a chance to fix my parts of the player.

The team this week was much better at organizing and communicating to each other. It felt like last week we pushed things off to the end, while this week we are already getting ahead and have a lot of our task list done early. Overall, we have been giving each other a lot more organized code to help out with our work.

I think we needed to separate some of our pieces a little more. As stated before, we have a lot of stuff on the player prefab by itself. If we could break that up then it would make things much more easy for when someone only needs to work on the HUD for the player compared to someone who needs to work on movement for the character

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