11/24/2024
Sprint 4 Kickoff
Hello everyone and welcome back to my blog. It's been 2 weeks since I last updated you guys and today, I have a lot of exciting news to share with you. My team and I have just wrapped up our 4th Sprint for our game project of our working title called “Wisp’s Light” and so far, we are doing very well. In this sprint we had our official 2nd playtest of our digital prototype, and we had some huge success so let's dive in.
In the beginning of this sprint, we once again had our kickoff where each of us was assigned a couple of tasks inside of our Trello Backlog and at this point, we knew what we had to accomplish in order to get our prototype ready for a second round of playtesting. With that in mind we also took a second look at our previous feedback we had gotten from our first playtest of our digital prototype in order to refine and tune some of those areas that needed fixing.
Work Completed
One of the main things we wanted to definitely revisit and take care of this time around was our main game mechanic which was the player's teleportation movement. Alongside with that came the issue of reconfiguring our players' 3rd person camera that definitely needed improvement. Those were perhaps 2 of the main things we as a team took care of this time around and that ultimately helped our prototype get back on the right track.
As for my work that I was able to accomplish this sprint, I was able to create a Boss enemy prefab inside of our unity project to be used in our prototype for a possible end level boss fight.
While I was able to design the boss, we did not get to incorporate him into our level quite yet, since we are still working with a beginner level course for our prototype. However, we do have plans for our upcoming and final iteration of our prototype to definitely include him. The second thing I worked on was creating a moving platform that could transport our player from one place to another. Typically, the player would only come across these in some parts of
our game where they would have to get from one side to the other avoiding falling down and ultimately dying. This would allow us to give our game some more of that platformer genre as well. Once I got it to work, I decided to make 2 other variants of the same one, only that those would move in totally different directions. The first one moved forward and back, the second side to side and the last one up and down. However, there was one small issue I encountered when making these and I'll go over that in a second. Lastly, the final thing I worked on for this sprint was refining the players' attack. Our goal is to try to get the player to have a lock on target for the enemies in our game so that when the player is attacking, they have more control where their attack goes.
Overall
As for issues this sprint, I only really had the one with the moving platforms. The issue was that whenever the player jumped on top of the platforms they wouldn’t be taken along for the ride with the platform, instead the platform would continue going leaving the player behind. At first, I thought it was a simple fix by making sure the collision event was being triggered properly between both game objects. However, I soon realized that it was much more complicated than that so unfortunately the issue could not be resolved before our playtest. In the end though players seem to enjoy our second iteration of our digital prototype, and we had much better results this time around.