Saturday 9 May 2009

Level: Progress 2



I have amended some of the problems brought up in the user testing. The screenshot above shows the platforms in the forground that are now blue than the same colour as the trees as before, which made it difficult for the user to find the platforms to jump on. I have also added some other things such as a cinematic mode. The mode is triggered when diologue, titles of levels and cut scened events occur. For most of these cinematic events the player is free to move through the level. Another thing that a fellow game designer mentioned was that the game had significant slowdowns, I think this was because of the particles system. The particles in the setting have now been decreased to up the performance. Things that need to be done:

1. In-game tutorial [part of the 1st level, needs visual feedbacks / controls]
2. The 2nd Level! [still editing the platforms for this level, but will be done very soon, bet you're getting sick of seeing the same forest level?!]
3. For some reason I can only get one enemy working on each level, the enemies are not dynamically attached to the level, they are placed inside the level so each enemy has their own instance names (argh, I know there is a easier way of doing this, but no time to learn nows), so they must be the problem with instances conflicting with each enemy.
4. Dexterity-based platforms and a boss encounter in the 2nd level.

so yaah, deadline is slowly creeping up, and I still haven't started with the design doc! urrrrhh, need to start now, byes.

No comments: