10-09-2024


Hello! This week, we made some considerable changes to the direction of our game. 

Progress

Programming

The biggest point of feedback we recieved for this game was that we weren't emphasizing our pogostick movement enough, and that our spell system was detracting from the game. So, we've decided to pivot from a level based platformer into a single, timed sandbox level. The player will have one minute to accumulate as many points as possible, by performing jumps and tricks. 

  • Updated our controller support to use the new Unity input system
    • We found that our implementation from last week didn't work with other controllers, but this new implementation should generalize to most twin stick controllers.
  • Implemented a timer and scoring system
    • The player receives points for completing flips.
    • There are UI elements to display the time, score and what trick was recently performed
  • Level Prototyping
    • Built out a prototype of our sandbox level. 
    • Created a springboard object, that can launch the player when they come in contact with it. 
  • Movement reworks
    •  Shortened the delay when the player hits the ground, and made the compression animation use a cos wave (like a real spring!)
    • Added a death and respawn system: If the player hits their head too hard the character will go limp. They can press jump again to respawn at their previous position.

Assets

Our art team has continued to work on our main character, and helped us import him into Unity. 

  • Developed blockouts for new sandbox style environment.
  • Completed basic rig to start on character animation
  • Discussed needed assets and visual style
  • Developed UI

Audio

The audio team completed many new soundeffects, to help with the new direction our game is taking.

  • Sound the player makes when they fall over/die (3 different scream variations)
  • Rail Grinding Noise (Rail grinding a planned feature for our movement)
  • Developed a new soundtrack for our game, with medieval and fantasy instruments

Challenges

  • Programming:
    • The respawn system needs improvement. The transition to respawn feels abrupt, and the respawn positions can sometimes put the player in awkward positions. 
    • With our new level, we are seeing issues with our camera. It is very easy for our player character to get hidden behind level geometry.
    • We have also found our level  can be difficult to play, (even for us!). We will need to make changes to the controls, and the level layout to keep our game accessible.
  • Audio
    • Unsure about the current style of music. We plan to prototype some variations in the coming weeks for our Alpha. 
    • It is difficult to make sound effects for the game, or find existing noises that our suitable.


Next Steps

Programming

  • Develop additional interactable objects and collectibles
    • We need a way to incentive the player to move around, we hope by putting collectible coins that reward points, they will be encouraged to explore the level
  • Give the player the ability to rail grind, and develop appropriate tooling to add rails into our level. 
  • Add a splash screen, and a screen between level restarts
  • Improve our camera tracking, to keep the player visible at all times
  • Revise our current level to make it more approachable to new players, and incorporate the art team's assets.
  • Implement the audio team's new sound effects

Art

  • Finish sandbox terrain
  • Wrap up assets for ancient ruins map
  • Begin character animation
  • Begin texturing and lookdev for environment, assets, and character

Audio

  • Investigate new styles for our main theme
  • Create more SFX, if needed

See you next week!

Files

Spring Wizard Design Document.pdf 6 MB
70 days ago
PlayableLevel.mp4 132 MB
64 days ago
SpringWizardPlayableLevel.zip 33 MB
64 days ago

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