Feb. 12 - Feb. 18 Level Prototype


This week we are working on level 1 prototype.

Level Design

Art Style

https://drive.google.com/file/d/1wUyWgx5A0aWifEnuV8wneDs6HOa3jQGl/view?usp=sharing

Developer Log

  • Feb. 14: Level sketch + Level map 1.0 
  • Feb. 16:
    • Complete in-level object interactions:
      • Firewall trigger (corn seed, popcorn), water effect, button, door control
    • Complete coding-level interaction
    • Smoothen/fix player control/abilities
    • Assets:
      • Corn seed, popcorn, popcorn bucket, cup
      • level map 1.1 after adjusting room size, wall height, etc.
  • Feb. 17: Merge level 1 (CS side) 
    • Basic start menu
    • Level demo with TA (Karthik feedback):
      • need easy reset function
      • more rooms
      • levels too linear
      • demonstrate unique use of "SuperView" (projector hint text should use Superview)
    • CS Done: 
      Reformat {illusionManager.cs} to {illusionManager.cs, Superview.cs, Edgecut.cs} 
      Better pick-up animation and collision feedback while holding objects.
      Superview Updates:
      1. Smooth field-of-view transaction due to some mouse issues. 
      2. Superview is now able to use reversely. The player can make the object smaller now. 
      3. Different objects now support different zoom properties.
      4. Set geometry threshold for min\max of front\back\depth of deformation.
      5. Minor issues like being unable to stand on the zoomable object, Tuning for level 1.
      CS TODO: 
      1. A box can be zoomed inside out and eventually covers the player to exit the level.
      2. Only calculate the collider when at the frame release object (implement when necessary).
      3. Make better threshold, Goal: the player can make an object to its original shape. 
      4. Player press button interaction.

Get illucid

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