Posted October 13, 2020 by IvyppJK
Hi, this is the final blog discussing the building process of Blue in Town. The process has been so fun and meaningful to me, but it is about to end :D. Several players tested my game this Thursday and gave much helpful feedback on it. Therefore, in this blog, I am going to show you what I have implemented to improve some remaining bugs in the game so far.
Most of the players who tested Blue in Town this week pointed out that sometimes Blue's movement confused them a lot. As when she was currently on her way to an indicated position and the player suddenly click to drag customers to tables, she would then immediately approach the customer without completing the previous pathway. I fixed this problem by using Raycast2D that could detect the input mouse position on specific colliders. If the mouse click on customers are detected, then the condition check if Blue was allowed to move would be false.
The same issue happened when the player clicked on the discarding buttons in Alice's and Blue's inventory.
Another issue that made me notice while other testers were playing the game was the way Blue picked items up. The downside is that whenever Blue grabs a dish at a cabinet, she will not be able to take the second if keeping standing there. In other words, she has to move away from the dish, then back and pick things up again. This problem may make the game messy when being at a higher level. The way I give Blue the ability to take dishes is checking if the distance between her target and the item is close enough while she is colliding with it. Whenever Blue got an item, the condition to control the collision between two objects will twist to false to make sure that she will not pick the dish up too many times.
As I talked in a previous post, to implement Alice's cooking process faster and easier, I manually indicated the order of ingredients she must grab. If she gets them in a wrong sequence, she will not cook anything. A comment on it was that she should not refuse to cook when items are in a different order. However, in my opinion, the cooking rules in the game are similar to how we cook in daily life. We can only fry an egg if adding some oil first and then crack it on the pan. Hence, I do not think that I need to change what I implemented so far in terms of the cooking rules (:D).
Finally, a silly mistake that I also noticed during the testing session was that Blue and Alice were overlap even they carried a non-trigger capsule collider. Eventually, I recognized that I unintentionally unchecked the layer collision between them. Now, I made the box back to the checked status.