Posted March 12, 2021 by Luciano Jürgen van Waas
#Lucas Dane #Luciano van Waas #Kenny de Jong #Maksim Major #Andrei Gheorghe #Victor Stanciu #Stomp-Fu
+ Added red bandana to character for visual clarity.
- Removed crouch button / function of character.
- Fixed a bug where the player would glitch out when crouching against a wall.
+ Added new team members to the start-up screen.
/ Changed the sky in the background of the start-up screen.
/ Changed the button ‘Continue’ to ‘Play’.
/ Fixed a bug where you could rewrite the creative direction text.
/ Changed the buttons to reflect all the new team members.
/ Rearranging layout of the main menu.
/ Changed the color of the buttons from yellow to red to reflect style change.
- Removed individual gym levels.
/ Fixed a bug where the timer doesn’t stop counting when pausing the game.
/ All the levels now feature the same timer UI.
/ Changed theme and colors of the main “tutorial” level.
/ Changed accuracy and metrics of the main “tutorial” level’s geometry- and hitboxes.
/ Changed visual design of whole level.
- Removed intro at the start of the level.
/ Changed the line-of-sight door to a normal door.
/ Changed visual design of whole level.
- Removed bottom left destructible plank that crated a soft lock for the level.
/ It is now possible to shoot bullets through collectibles but is not shown off in the current build.
+ Added Controller Feedback (rumble effect) after the player lands from a stomp.
+ Adding more Visual Feedback: Stomp falling particles + Destructible cube particles.
+ Adding more accurate Sound Effects.
/ Changing the Jumpy Cube’s scale after stomping on it
/ Line-of-Sight Vision cone now properly tracks the player once they enter the line of sight.
+ Added a ‘Preview of the timer’ to the button.
- An updated title screen.
- Visual changes to levels.
- Polishing the overall character feedback + changes to the audio feedback.
- Fixed several bugs that impacted the overall experience.
- Added a couple of quality of life changes.
Whether or not the player character feels nice to control by itself. Because if so, we could lock down its metrics and definitively use it for our levels from week 4 and onwards. If not, however, what would you suggest in order to improve?
- Levels that feature sketched challenges.
- Based on the feedback received and on our conclusions, we need to replace the “Firework” particle system that activates after the player impacts the ground with one that fits our theme better.
- Double jump doesn't always work after jumping off a trampoline block.
- Spamming the stomp ability on the light purple jumpy cube can impact the scale of it permanently.
- Seconds as shown by the timer may be faster/slower than real-life seconds.
- Exploring the challenges we sketched this week in our GYM levels.