CAGD 370 - Sprint 2

 CAGD 370 - Sprint 2


Work Completed

Tutorial Level Mockup

For this sprint, I designed the level one for our game. This includes smooth ways of introducing the player to the different mechanics the gels utilize. The map shows a steady progression of challenge by having the player be able to use their abilities in a safe environment and then introducing hazards that still use those same abilities. The level climaxes towards the end by asking the player to use all three gels in combination in order to overcome obstacles. The final challenge is not too challenging yet as this is still the tutorial level.

Sticky Gel Pad Event Graph

Another aspect of the game I worked on this sprint was the sticky gel. As it functions right now, the pad slows the player's move and fall speed down to a crawl when it's walked into to give the illusion that it is some sticky surface. I'm still trying to get it to feel more natural and have it be less harsh of a transition.

Development Experience

This process has been a bit different in the sense that teamwork is far more important in this process than in solo work. It is imperative that you be in constant, clear communication with your team so that everyone is on the same page. It is also different due to the fact that we shouldn't all work on the project at the same time due to how Git flow works, so it makes it harder to collaborate at the same time.

Problems

One problem encountered was delays with the completion of the gels. We had set the gels to one card when each gel probably should have received its own card so as not to overload the person who took it. I was not originally assigned the sticky gel this sprint. Instead I was originally assigned the movement controller as well as the level design, so this was an unforeseen addition to my workload. I offered to help with the sticky gel as it was apparent that the teammate the card was originally assigned to was struggling, which is perfectly understandable as it is a lot of work for one person. Had we foreseen this and labeled each gel on its own and then assigned them out, we could have accomplished much more this sprint. This also delayed my original task of designing the level in engine because I did not have the gels functionality to play with. I couldn't organize the level in game since I didn't have the core mechanics necessary to test it. 

Solutions

To solve the problem of one teammate having to complete all the gels, I offered to take over on one a bit later into the sprint. It's functional as it is right now, but I will be continuing to work on it next sprint. Now that all gels are functional, I can create a level in engine that will be able to properly show off mechanics.

Current Work

Currently, I'm working on the full level, going beyond the greybox. I won't be including any art assets as that would not be in favor of our time, but I want it to be presentable. I would also like to perfect the gels first before having to factor in potential enemies and obstacles. This means that I'll be working on the gel I worked on as well as the player controller to get it feeling smooth. For me, this sprint is going to be a lot more about refining current mechanics and making sure they are implemented properly. I also believe that the design phase for the game should be well over by now, so we should all be able to contribute to the core gameplay.

Comments

Popular Posts