Begin again

Added the voice lines to the final stage and tested the boss a few times. I added some more interesting interaction between the puzzle and the boss then tweaked some of the difficulty to hopefully make her a bit more challenging yet again.

There wasn’t a lot left to be done and I thought about if I wanted to add some sort of credits scene or sequence. Then I realized the abrupt nature of going from one level to the next without much explanation may fit the narrative of my game. Also, it is my excuse for being lazy to add more features such as another wall of text.

I went back to the first stage and quickly found some things that needed improvement and changes. By adding a delay to the target switching I was able to fix it. Previously there was an issue with the target not changing even if it was supposed to. I believe the delay stops it from switching back to the same target.

The pieces of broken objects disappeared from the world by simply vanishing from thin air. And that was okay but I didn’t like how it looked. A simple change was that I removed its collision so it falls below the ground. It isn’t a huge difference but I think it looks better than just being deleted in front of the player.

I added lights to the tutorials so they would be clearer to the player. Even when they are invisible the light will still be there as a hint that there is something to uncover. I also found that the beginning of the shooting action could be spammed indefinitely. It doesn’t break anything but it sounds annoying. Fixed it by moving the reset to the end of the montage instead of an earlier time.

The goal for the next coming weeks is months is to play through the game as much as I can and find any bugs that need fixing. If there are things I would like to add then I will add them of course. But at this point I want to limit myself to simply identifying what needs to be refined. Adding more will simply lengthen the development process.

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