04/11/2013
Today our team set aside most of our day and night to stomp out any last bugs. We planned on locking ourselves in the lab until all bugs were squashed. Class started at 2pm, shortly there after we went to the lab and some of us didn't leave until after 1am. Artists if they didn't have any last minute polishing to do were playtesting and writing down any bugs they found up on the lab white board. Programmers were then hard at work on the list of bugs. At the end of the night when we were happy with where things were a little competition broke out on who could beat the second level the fastest. Below is some of the stuff I worked on throughout the day / night:
With the help of our
level building engineer, we were able to fix the
displacement of the katana and esense scarf from the player that I introduced by rotating the player.
When a player completed a level and hit the trigger to end the level, our testers noticed that when you hit it, it looked like they were hitting an invisible box and sometimes hanging in the air for a few seconds. This is visible in this fireworks video:
I went in and updated the triggers to remove themselves as soon as the player collided with it to resolve this bug.
I was also tasked with polishing up the game a little bit. We had a lot of last minute level changes and as a result all of the skyboxes had been set to the same skybox. After discussing it with our
Art Lead we decided to start out with the skybox where the sun is very big, and each level have the sun set a little more. This way it would look like their was progression by the player. And with the last level having the sun set, we would introduce the lava effect instead of the normal water we had on the first to levels.
Level 1
Level 2
Level 3
Next I setup the Fire Effects in all the fire pits. This was a little time consuming finding all the Vector3 locations of each fire pit, off setting the Y variable based on which model the fire was coming from. Once I had them all setup, our
Art Lead wondered if I could make the fire color be random based off of some different textures we had. So I set this up as well.
Lastly I noticed that the normal mapping dragon was put in level 2 by our
Art Lead but it was not showing up when playing the game. I went into the XML file and noticed that it wasn't set to draw with Normal Mapping and that it's scale was way to big. After some adjustment he is now at the end of level 2.