Posted May 14, 2022 by mariasandu
Lessons learned:
Successes (what went right):
-The assets that we used really helped us bring our idea to life.
-The deer has different animations for walking and jumping
-Sound effects for crystal collection and death
-Collecting crystals gives the player a temporary particle system and speed boost. The blue crystals multiply the player’s speed by 1.25, and the pink ones multiply the player’s speed by 1.5
-The player must accumulate a score higher than 10 to advance to the next level. The score refreshes after every level.
-All the levels match the aesthetic theme of the game
Challenges (Setbacks, what went wrong)
-Since the player moves at a constant speed in the x direction without the user’s control, if the player were to run into the side of a platform, it would just get stuck forever. One approach that we tried to solve this was to write code to check if the player has been stuck in the same position for more than 3 seconds and, if so, add a downward force to it that would cause it to fall and die. The problem with that was that, especially as we decreased the time interval for checking if the player is idle, the code would falsely detect the player being idle and caused downward forces to be added to the player during regular gameplay, which caused some choppy camera movement. When the interval was set to 3 seconds, the misdetections were much less frequent but the way the player would fall just felt unnatural, so we decided to look for alternative solutions. We tried to play around with adjusting the spacing of the platforms and making them thinner to try to avoid this issue, but this approach did not guarantee a solution as the player still had a chance of getting stuck to the sides. Eventually, we decided to add spikes to the sides of the platform so that, if the player were to fall and land on the sides where the spikes were, it would just die.
Next steps (What would you change)
If we had more time, we would make the levels longer and more challenging. We would also add more challenges to each of the levels, such as more enemies, different types of power ups that add a greater jump force, and special platforms that affect the speed of the player. For a specific type of enemy, we thought of making a poisonous mushroom that makes the player lose points from their score. We would also improve our team coordination in terms of helping each other with our levels, and our time management in terms of making sure that we are all able to contribute equally.