Posted May 09, 2022 by Garrett Mooney
Finally controller vibration is in the game being able to feel your actions + one extra gameplay features the windpusher helping you reach new heights and a completly finished game loop.
The stage environment composition and level design went through another iteration of improvements. The second overhaul was meant as a way of improving the clarity of stage elements. During playtesting, it has become clear that the player may have trouble navigating the stage. As a level design solution, we came up with gameplay elements that lift the player upwards when they stand above them. We used the model of the air-conditioning units from the houses for this element. We also replaced the temporary white platforms with actual models.
After the advisor meeting we also decided to drop the waterfall mechanic. In and off itself it was not a bad feature, but visually it was very hard to implement while looking natural. The waterfalls remains in the background and in our memory, amen.
Lastly, music has been implemented into our main menu and the actual game. A lot of topology fixes and technical fixes have been added as well.
One of our artists spend time creating particles for both aesthetic and functional purposes. For example, the new windpusher mechanic (the jump assist mentioned previously) needed some visual player guidance. Additionally, effects for a hit (by punch or newspaper), an indicator for active mailboxes and some fireworks for when mail has been delivered have been implemented for player feedback.