Submitted and moving forward.

This week has been crazy! Last weekend my whole team spent most of the weekend pushing hard to get the game in a good place for IGF. We put art in levels, Fixed bugs, made cool particles, put together cinematic for our trailer, added end matinees for each level. Fixed how our enemy worked a couple times to make it fit our theme and our gameplay.  During the week we continued to push on all fronts to have a fully playable 5 level game that we could be proud to submit for judges. We worked really hard and got down to Oct 30 the day before the deadline and we made a build to submit only to find that after a couple levels the games fps dropped horrifically and became unplayable. Most of the team had left the lab for the day assuming that all we had to do was build the game and submit. So Tony and Sidd called me from home to get on to skype and look at a bunch of null errors that were being thrown from my boss and from a couple other parts of the game. My confusion of what was happening grew as we started to dive into the problem. We found a couple of null checks I was missing, but they didn’t seem to matter when we put them in.

We came down to loading and unloading levels. For some reason the boss wasn’t unloading from the previous level and was still trying to find references to the other parts of the level causing lots of null errors. We didn’t know how to change the unload level funcitonality of Unreal so we did the next best thing and on our trigger to go to the next level we did and delete of all the things that were bugging out. It worked and we got rid of the errors, but we still would like to find a better solution.  In the end we had a complete build of 404sight that shows off our mechanics and a small taste of our theme attached.

The next weeks are going to be improving our build and involving our theme more into the game.

My next task is to  create an interactive loading page that could potentially teach our mechanic in an unorthodox way. We’ll see what I can come up with.

Prototyping a Boss Fight!

Our game is progressing really nicely this week. We’ve uncovered a few key areas that we need to focus on and we’re working hard. We’ve been pushing making levels to discover what works and what doesn’t work in our game parameters. So we’ve gotten more than just three of us creating levels now which I think is going to help us learn and get closer to an even more amazing game. Today also we have a build done and ready to release into the wild for playtesting. We have posted the link to the build on several gamedev forums to ask for feedback on our preprealpha build. We’ve already received some feedback about punishing the player a bit for spamming our revealing mechanic and focusing on good level design. Hopefully we get more feedback to sift through to make our game even more amazing.

Mechanic in Action

 

One idea that our team has tossed around is having an enemy or a boss scenerio. This was worrisome because we didn’t want the ‘boss fight’ to take away from the gameplay we have or add tons of new mechanics that made it feel like it’s not part of the game. It kept being brought up and no one was doing anything about it so I jumped on it and made a small prototype of what a boss could be. Our game is about the pace and flow of levels with getting to the ending pillar of light at the end of the level. Riffing off of the idea of getting to the light pillars, I build a boss that was connected to all the light pillars on the map. When the player runs into a lightpillar it cuts it off from the boss and once all the light pillars are gone the boss is destroyed. The boss has minions that spin around it and then throw themselves at the player. They show the player where they are going to land so the player can adjust his path and dodge the incoming minions while also traversing the arena-like map. I also added an Easy, Medium and Hard mode to the boss that adjusts the AI and speed for the minions. This is going to take lots of iteration to make the boss fight feel fun, difficult and fair. The one concern I have is launch tiles because when you hit a launch tile you don’t have full control over the player. The player shouldn’t be outright punished by the boss for choosing to use a jump tile. Another concern I have with it is the Level Design that has to go along with a boss fight will take lots of extra time and iterations. We are just getting to a small understanding of the Level Design for our other levels, but this is another beast. My next step is to pump out lots of scenarios that the boss can be used.

A couple other ideas I want to prototype with the boss is that the minions don’t attack you but attack tiles and turn them into death tiles. This would make level Design even more crucial as we don’t want to make the level impossible only more difficult if the player doesn’t complete it. Another idea was that the minions wouldn’t permanently change tiles, just neutralize them. With a little more time and testing, we’ll see where this idea goes.

Screenshot 2014-09-19 10.05.05(boss in the sky with his minions) (all art is UE4 starter art stuff)

 Boss Animated GIF

The next step in our overall game is to get in art in the build which I feel is going to be a long process. Also lots of level Design needs to happen. I’ve been reading lots of articles on gamasutra and other such sites about methodologies of Level Design and how to really focus in on making my personal stuff better. My next step in my research for that is contacting actual developers and getting input. I’m scared to do that, but I think it needs to happen to improve.

We are 2 weeks away from our ‘alpha’ igf date and 6 ish about from our submission date. Team Retro Yeti will make it!