Tree line

Trying to break my game is both fun and tedious. I enjoy looking for what I can improve while at the same time it also requires me to play the same parts over and over again.

In the second level, I have an invisible blocking volume around the level that keeps the players within its boundaries. It doesn’t look great when the player is pressing against a barrier they cannot see so I did my best to line the edges of the stage with trees so at least it appears as a more believable blockage. Using the player collision visualization it was easy for me to put the trees.

While fighting the boss I decided to fix a bug I had known about for a while. When the player gets slowed down if they sprint it will still be at sprinting speed. I thought I’d leave it in as a feature but it doesn’t make any sense. I made it so that the player will be slow at all times even while trying to sprint. The old sprint wasn’t checking if the character was slowed so I put a check to make sure.

I spent most of my time today on the third level because it is the most prone to things breaking. Since everything is tossing and turning there is a lot that can go wrong. The location at which the player should return to if they somehow get outside the bounds of the level was not working properly. I adjusted the “return point” and there were still some areas that the player could get stuck. I tested it repeatedly and found that even in the boss room the player could get stuck in a way I had never seen before. It may happen on a very rare occasion, but I made sure it was avoided most of the time by making the return location away from any tight corners. At least the restart happens very quickly if things do go awry.

For the fourth stage, there were traps that could be disarmed but it wasn’t clear where to go to disarm them. I added a shape to show the player where to go. It isn’t clear but the whole idea of the level is to pay close attention.

I took what I used for the final boss and updated the fourth boss. I made it so that the boss rotates slowly during the attacks instead of locking onto the player.

More tests shall be done.

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