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Showing posts from April, 2023

Riptide Override: Sprint 6

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 This is our last full sprint for the project, with Sprint 7 having less time then the others. Because of this, it was the last sprint to really push out and big features. The majority of my time on this sprint was spent on the Boss Level. What was particularly time consuming was creating the model for the boss itself. Here's a wireframe of the current model. For our workflow, and I've mentioned this in previous sprint reports, my goal is to stay completely in Unity. That means avoiding things like Maya or Painter; the idea was that this would greatly speed up our workflow if we stuck to a singular environment and application, as well and resolve potential issues that could come up from importing/exporting between programs. As well as greatly decreasing time spent, as these programs are more complex. This methodology has worked very well up until this point. The boss is by far the most complex model in the game, yet as always, it was created using overlays of basic geometrical ...

Riptide Override: Sprint 5

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 Conflict and acceptance, would be a good set of words to describe how this sprint went. In terms of content, we put out the same level we always have. The majoring different this sprint was that our normal in class play test session had been canceled. Myself and another team member were able to find a good deal of playtests outside of the class though. We were able to get data from 7 different people. This is not a great deal of people, but it was something to work with at the very least. It was also a new and clean group of people, as in they had never seen the game before, unlike our other classmates who have already playtest our game on four separate occasions. Lets start with with my personal work that I had completed for Sprint 5. I finished the majority of the Ice Level. I don't want to call it complete, as I still wish to throw a few more additions in; and enemies still have to be placed around the map as well. Here's a short Gif of its current state: If you just came f...

Riptide Override: Sprint 4

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 Sprint 4 was rather interesting. We had a few days to work on the project before our Spring break happened. Letting the group relax and take a break was great, but it also created a bit of a dip in our workflow. When we finally got back a week later, it took all of a rather significant amount of time to get back into a efficient workflow. That being said, we actually completed the most points ever this sprint, and I set a new personal record for the amount of points I completed. The first thing I did was wrap up some issues that became apparent at the end of Sprint 3. This was actually regarding combining the new background with the new puzzle levels: After a week into this sprint, we were fortunate to have a class playtest, this helped point out some of the flaws in our game, and we were able to subsequently improve upon them. The largest complaint was regarding the player feeling "too heavy". I edited the values for the player to make the downward pull of gravity faster, b...