Sunday, 5 March 2017

Bugfixes, bug fixes and more bug fixes.

3rd of March 2017

It is time to get the game ready for its first proper playtest. I wrote up a questionnaire for our playtesters to fill out, and we made a to-do list to check what needed to be done before we could reasonably present the game to people.

Playing through the game a few times ourselves threw up several bugs, issues, and confusions that we aimed to fix this week. There was a lot to do, and we got a lot of things fixed, but of course because of this focus, there is little new content. At this stage we realize that we will not be able to produce many more rooms and make the game smooth at the same time. We will hence first prioritize getting the game as bugfree and playable as possible, and then sort out narrative progression so there is a distinct beginning and end.

There are still a few rooms we do want to implement, like a chess puzzle perhaps, but there will not be a lot more gameplay at this stage. I become less active when it comes to bug fixes, because Cian is the far superior coder. Here are a few issues we adressed this week.

Cian did:

- sort out the stages properly, so Orpheus will be in different positions throughout the narrative
- Orpheus can now iterate in dialogue, so he has more than one line of conversation per stage.
- he restricted the interaction animation for the player to only interactable things.
- dialogue triggers to be set for stages, to assist with narrative progression.
- he fixed the stairs warp, so going upstairs works on a seperate warp script now and the player will spawn to the right position.

- attempted to make the toolshet mirror puzzle work. We ran into several issues with this. The line-cast render caused terrible performance issues, and there is a bug where the light will just vanish into the distance that he hasn't been able to fix as of yet. The puzzle is currently a little too easy, and so we are not sure how much attention we should give it.



I did:

- coded in interaction animations
- coded in Masie, the pet spider, to eat the meat that the player can place in her foot bowl.
- a set endstage for the library that allows web to disappear permanently and books to be read.
- a blue book that can be picked up in the library.
- designed a pantry and spider room.
- redesigned the basement door leading to the underworld.
- created a basic main menu with credits and access to game and exit.
- added sound effects and updated the dialogue
- coded and designed a pause menu that lets the player go back to the main menu, resume, or exit the game.



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