Flower Check

Packaged my game to check if everything was working, and the good news is that it does. I may try uploading a demo to steam next month. There was an issue where the resolution wasn’t saving properly in standalone mode but it saved fine in the packaged version. That was the problem I wanted to check. Other than that there were no complications when packaging the game.

To remedy the jerky camera of the third stage I enabled the camera lag on the spring arm, the one in charge of letting the camera follow the character. I made the lag speed higher than usual so it still does smooth out movement but it isn’t too sluggish. It has helped a bit.

I realized that I had a problem with the crosshair I was using but I didn’t know what it one. Then I remembered that when playing FPS games I don’t like having a dot in the center. I changed it so the space in the middle is empty. This made me think that I will have to add settings so players can choose the crosshair settings that they prefer. From changing the color to the type of crosshair.

The jump animation for the boss was atrocious so I changed it to use the animations of the new assets I got. It fit well and didn’t look out of place. The enemy still looked out of place and I realized that I could use the function that I had discovered for the fourth stage. I gave the boss the ability to rotate based on the surface it was standing on. This was perfect because it made it look a lot more natural when it moved and also I changed the way the boss room worked.

It was awkward waiting so long for the room to rotate 180 degrees so I instead made it rotate on 90 degrees. I had to fix some things such as expanding the nav mesh to fit all four configurations of the room. Instead of using separate meshes I found that if I made the box big enough it can cover the entire space and the AI will use it properly. I had been using the flowers as a reference to the boss so it knows which side is flat. But I changed its attacks a bit so I am not sure if it is necessary now. Either way I still made use that all the flower reference was updated for every rotate. I did it by simply keeping count.

While fighting I noticed that it was hard to see the lock-on indicator because the entire level has a green fog. I made the color a variable that I could change and for this level I made it red so it would pop out. I may make the color of the indicator another setting or perhaps I will leave it as is.

Since I was on the idea of changing colors I figured I could change the colors of the player’s scarf. I made it change per level also because it has to do with the story. I updated the way I named the dynamic materials because I had made it harder for myself. I started the count wrong and I didn’t bother to fix it. Tested the different colors and they look great so far.

It’s fun to see the boss rotate along with the room and when they die they stick to where they fell. I added a fall effect so it showed some impact when they landed.

I think I am pretty much done with this stage. Next up is the fourth stage which shouldn’t need too much updating because it is the more refined.

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