Posted May 28, 2019 by FLeysen
In this final week, we focused on cleaning up remaining bugs, adding more player feedback and finishing up the feel of the game.
The lighting was causing some major drops in framerate, especially near the center part of the level. Instead of fumbling around with changing things until it works, the entire level lighting was revamped to be more efficient and look better in the process.
Dying didn't have much meaning when things just stay the same after respawning, and some sections felt very odd because of it. Checkpoints can now decide which objects they should reset when the players respawn.
The UI and menu art were both placeholder programmer art monstrosities, they were in dire need of a replacement with something that players can look at without hurting.
The sounds we added last time were just not enough, the game oftentimes felt auditorily empty. Included in this addition of sound was making an easy option to have sounds played at the location of the object that should be emitting it, rather than no sounds being spatial.
Very simple, quite important oversight. Most levers really didn't need the option to be activated again, as it just added confusion. Now only levers that you might need to use multiple times are actually usable multiple times.
Standing on something that moves should move you, so it does now.
Players don't know what to do when they start the game. We added some popups near key objects in the level to show the players how to use them.
Twi was fighting bare-handed for a long time and it felt a bit too silly, he now has a sword.
Including the transporter accelerating like crazy once you get hit while standing on it, camera events not happening, the camera vanishing once you die at a certain checkpoint, looping sounds that keep stacking on top of each other, and more!