Justin Lo

char nick[9] = "unyielding-snow";

printf("https://github.com/%s\n",nick);

Week 5 - 6

Mar 8, 2024 • WolverineSoft,Game Dev,QA,Programming

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.

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