Week 5 - 6
We are now at the end of Sprint 2 after this week, moving into the final polish stuff next week. Any stuff we haven’t implemented would probaly be scrapped.
Week 5 Tasks Completed
- Studio Meeting (2 hours)
- No Playtest for this week
- Programming Tasks:
- Working with Samuel to encorperate his re-writing of dialogue controller (this affects dialogue throught the entire GAME)
- Samuel re-wrote my old script and added new visual element for dialogue display markers, and caught me up to the new changes.
- New implmenetation created a new bug where certain dialogue is called multiple times during a single button press while already in quest dialogue
- Fixed with programming lead Allie and Samuel by adding more state checks with Event Bus.
- Playtested the game with all the interactions
- Added new serialized_field for Dialogue Controler option for programmers to easily use eihter on-enter or press-space-to-open behaviour later.
- Working with Samuel to encorperate his re-writing of dialogue controller (this affects dialogue throught the entire GAME)
Week 6 Tasks Completed
- Studio Meeting (2 hours)
- No Playtests assigned for this Week
- Game Dev Portfolio Review with Matt Rader (Serenity Forge)
- Industry Playtest (QA Team) with Will Shen (Something Wicked)
- https://somethingwickedgames.com/something-wicked-games-hires-ex-bethesda-design-director-will-shen/
- Studied techniques used in industry. Feedback noted below which are then logged into Jira:
- First thing he does is test all the keys [e key, enter key, space bar]
- Sometimes it’s not clear if we are making any progress in battle.
- Have to kill the kid to progress the task LOL
- if you don’t know how big the map is, the walk speed might be an issue
- music: add sound to footsteps, and opening the book to make world feel more alive
- Design feedback:
- Shorten map and run key
- maps aren’t bad, but the destroyed town didn’t seem destroyed (cloud a few buildings)
- town does not have a lot of function (blank NPC)
- Programing Tasks:
- Fixed village house hitboxes in three scenes (village + revist + return), and added new restrictions to the forest
- Removed the tileset collider for Cornfield in (village + revist + return) as the tilemap colliders were not properly mapped out
- Manually created new Prefab of Cornfield collider across three scenes, as the tilemaps were made too big and contained sprites from the entire game and couldn’t be processed.
- Fix bug where the dialogue of Fungi combat success dialogue repeats after completing the fight.
Hours Breakdown
- Studio Meetings: 4 hours + 30 minute overtime
- Industry Playtests with Will Shen: 2 hours
- Game Dev Portfolio Review with Matt Rader: 1 hour + 30 minute
- Programming + Debugging: 4 hours