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Team Jam V2

  • Jennifer Chamorro
  • Mar 22, 2016
  • 2 min read

Tasks:

  • Adding some form of warning for the players to understand when to jump or when there will be a drop.

  • Making sure to fix the ramp collision so that when the player collides with the ramp, they will not go through the ramp.

  • Fix the “Z fighting”, making sure that the level objects are not overlapping with one another.

  • Adding the different obstacles for the player to avoid or dodge (actually implementing it in the game).

  • Fix/ add the missing material from the different level game objects, make it go from pink to having an actual texture or material.

  • Making the levels longer, giving them at least a two minute length.

  • Start working on “Level 2”. Making a new level to go after “Level 1”, this time implementing the enemies to “Level 2”.

What Went Well: I think I was able to make a lot of great progress with the design of “Level 1” and making it a lot longer than what it originally was. I added the materials to all of the missing game objects in the level, I fixed the ramp collision, and I have started working on “Level 2" as well. For the ramps, I figured out that some of the ramps were actually just textures and some of them were ramp prefabs which is why some of the ramps were working/ not functioning. Once I fixed the ramps, I saved it as a prefab and not just on the ramps but for all of the level objects so that there wouldn’t be any more issues with the materials missing, this will save our group a lot of time of not having to look for the item/ materials. I also changed some of the level design of “Level 1”, I made the yellow hazard walls to let players be aware of danger ahead/ warning. I also changed how the first “double bridge” looks as well, I made them more straight and added crates as obstacles to both sides of the bridge so that the player wouldn’t know which side to take. One side of the bridge has a lot of crates in the beginning and at the has very little crates to dodge at the end, and the other bridge has very little crates at the beginning but has a lot more crates towards the end, giving them both a fair advantage.

What Went Poorly: The main thing I had difficulties with was the “Z fighting”, even though I went through the whole level making sure that the platforms wouldn’t overlap, I still had issues with making the level smooth and not bumpy. I went back countless of times to snap the platforms together and every time I would playtest the racetrack; some of the platforms would still come out uneven at different playtesting times. I don’t really understand what exactly was happening, but I know I made sure from the beginning to the end of the level to make sure that the axes were snapped and I also play tested each section, everything checked out fine until I played the whole level.


 
 
 

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