Devlog Week 4: (20/10/2024)


This week my lecture has told the 4th years that the 1st years would come In to play test the games we created. As they played my game for the first time I was a little bit nervous but i was also excited and gave me invaluable insights into what’s working and what needs improvement.

Playtest Feedback

The 1st years provided positive feedback, They found the game fun and engaging, particularly enjoying the player’s movement system. However, the playtest also revealed several bugs and areas for improvement, including:

Out-of-Bounds Issues: Some players discovered that they could jump and dash outside the level bounds.

 

Collider Problems: A few players reported getting stuck in the environment, particularly on sloped surfaces or corners where colliders weren’t properly aligned. This disrupted the flow of gameplay and was a source of frustration.

 

Camera Adjustments: Some testers mentioned that the camera occasionally clipped through walls or failed to provide an optimal view during certain jumps.

 

Improvements Based on Feedback

After reviewing the feedback, I immediately began working on fixing:

Out-of-Bounds:

I added invisible colliders around the level’s perimeter to prevent players from leaving the playable area. These colliders were tested extensively to ensure that they didn’t interfere with gameplay but effectively blocked unintended exits.

I also adjusted the dash mechanic to limit its range slightly, reducing the likelihood of players accidentally dashing out of bounds.

Collider Alignment:

I reviewed and fixed problematic colliders, particularly around sloped areas and corners. This involved fine-tuning the mesh colliders and adding box colliders in tricky spots to ensure smooth traversal.

To further prevent the player from getting stuck, I implemented a basic unstuck mechanic that allows players to reset their position if they remain stationary for too long due to collision errors.

Camera Adjustments:

I refined the Cinemachine camera system, tweaking its collision detection settings to ensure it no longer clips through walls. I also adjusted the camera angles for platforming sections to provide a clearer view of the player’s surroundings.

Character Implementations

I than started to draw the main player in Adobe illustrator and it looks great the character design.

After a while I than settled on a final version of character concept 

Files

Build.zip 52 MB
6 days ago

Get LyoAndAuri: Legacy of the guardians v1.5

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