EMMA TETHRAIN
Menu
Today we presented the finished game to everyone at school! I edited my Individual Statement Assignment, where I needed to reflect over Game Project 3, and turned it in.
0 Comments
Today I helped with decorating the Playground Level with bricks so break up the color walls. I was on standby if anyone needed help. Before. After. After. Another angle. After. Backside of castle. The texture on the walls were not scaled to the same size and there were weird planes as walls that were layered next to each other, fixing that would take a few days so I just decided to go in and do what I could with the short amount of time that was left. I had to rescale the bricks for every new wall section. But I think that the end result was worth it. The whole castle looks less plain. Playtested through HUB & Night level in one go. Landscape painted and adjusted butterflies on the trail. I adjusted more butterflies; Flying platform challenge up to top of mountain, jumping down from on top of the mountain towards the cliff area, in the cave area, the last butterfly before the checkpoint in the middle of the jellyfish bouncing challenge. Adjusted the landscape by the cliff area. I fixed the landscape all around on this part. Kielo had done work on the night level when I had it checked out so she got an error when she tired to push it. So I pushed my stuff and redid her work on the Flying Village part so she didn't have to redo everything when she gets back from her interview. The only thing missing is redoing the landscaping and probably small adjustments to the assets I placed out. She has the screenshots I took on her discord. To help out with this I worked over 40 minutes today. Kielo's to the left, mine to the right. I removed the rock to the right on the bottom since there is where the player arrives, I also wrote a notice to Kielo about this. Kielo's to the left, mine to the right. Kielo's to the left, mine to the right. Kielo's to the left, mine to the right.
Today I covered the last of the cave area with rocks. I fixed the roof that were non-existent at certain parts (because of removal of block out piece) and the non-existent wall by the door in the entrance in the Cave area. I added rocks that were missing down by the door (which was visible when the block-out still was there). I fixed the roof and wall by the entrance door that were non-existent since someone had removed the block out piece but not done anything to cover the part that was now missing. I had to work quickly today so I didn't have time to take before pictures but here are at least some pictures of the result. I also added rocks by the floor at the door since the block out piece also had that part covered before but now it looked weird. But so I fixed that. I also went over the walls in the entrance area and covered the last block out piece in the wall to the right (perspective of picture). I covered the rest of the wall that were missing rocks and adjusted the platforming assets to it and played through the challenge as well to make sure it worked as before. So finally I could remove the cylinder block out piece I had placed there when I made the block out for the level. It was cutting through the mountain on the side so it felt good to have it removed, as well to know that the entire cave area is now a cave. I also added the waterfall material to where water was supposed to be and adjusted the environment with stone assets to make it look like a waterfall. It would be nice if the top of the mountain could be even more decorated but that is not a priority right now. The ceiling opening is also done and I added the waterfall material to the waterfalls as well. I fixed this landscape instead of Kielo. Had to paint landscape and fill in holes that were against the mountain walls (from rocks I adjusted the size of on the inside that were poking out and hiding these before). more that I fixed on. Here is the final result! Close up. Close up on the other part.
I started out by smoothing out the landscape by the edge where you are going to jump to the first jellyfish so that the landscape is more flat. I made sure the shells that are along the island side were attached to the landscape and in good heights. Added rocks to that the player get get up here instead of the Shells. Fixed foliage that were stuck in the ground. I went on to adjust the jelly bounce challenge. I made Franc playtest the part after I had done a lot of work. I noticed that I had adjusted it to the flow that I had when playing through so seeing Franc play really helped. I finished the Jellyfish area, the gameplay is fully functioning. The entire jellyfish bouncing challenge is done. I also trimmed the landscape and made sure the landscape had a rock asset that is "carrying" it so that there aren't any edges of the landscape showing. Removed random flying rocks. I edited the last platform the player will be on on the jelly area as well. I blocked the players view with bushes so that the player will see the flying platform that will take them to the top of the mountain and to make it extra clear I added a bug on top of the flying platform. I removed the last of the landscaping that were visable. Landscape fix. I went over the entire area and fixed all of the landscaping. Changed the size of the rock under the mushroom to the left in the picture so that the player can jump up there easier. I adjuster the sell as well and the foliage around it. I adjusted the plant without texture. Since nobody has done anything to this area I made a fix for now. I also adjusted the height of the collectable bugs that are between here and the start point, before they touched the feet of the player but now the player avatar goes right onto them. I looked into the waterfall and how to make it work. It's not going to look great but I'm going to prepare as much as I can so when possible I can implement it quickly. Added more rocks to cover the inside of the cave. I worked hard on putting up rocks on the inside of the cave area. I also made sure the Teddy Bear room had a roof. There is still one area I need to cover in there. And there are still rocks missing out here in the open cave as well. I adjusted the assets that were part of the gameplay as well so that they fit on the new rock walls.
Kielo was in the Night Level so I worked a bit on the Playground Level. I made a landscape in the Playground Level. Kielo was on the Night Island the entire day so I decided to work on the Playground Level to make it more "fun" and childlike. I made a sea out of rubric's cubes that the player will die when they touch and a small beach. The player will have to platform to get to the rising platform. I 'm not completely finished with this yet. During the day I tried out a bunch of different things to try and build platforming elements for this room and the room next to it. I got stuck on the rubrik's cube in the end and then it just hit me that the colors could represent different nature elements. Blue = water, Yellow/Beige = Sand (and it had two sides with the same color so it made a nice edge to the water). Green for grass which I felt didn't really turn out good so I removed it for now.
Flying Village progress. I Added a rock path by the first houses on the Flying Village in the Night Level. I’m using smaller rock assets because Linus didn’t place out landscapes on the Flying Island so it’s just assets that the player walks on, so I can’t use the landscaping painting tool. Starting to place out landscaping up there is a low prio right now, there are more important things that need to be fixed. Since there are so many levels I would also imagine that I need to make several different landscapes as well and that would be time consuming. I also removed one of the streetlights because it kind of drew my eyes to the left when I came up the platforms to that area, not leading me towards the right so I removed that distraction to make the path more clear. I added some trees and bushes to make it feel more alive. It feels a bit frustrating that I won’t be able to make the Flying Village feel good gameplay wise since there’s so much that needs to be fixed there but I won’t have the time to be able to fix everything with the time that is left. But at least it’s a bit more decorated now. What it looked like by the jelly area when I started. I went all out on changing the jellyfish area, adjusting landscape and assets accordingly. I also found a bunch of assets and foliage that were inside of other assets that I made sure to either delete or place in new spots. I’ve noticed that it’s very easy to make level layouts too big so my focus was to fix it so that the area leading up to the Jellyfish bouncing challenge feels right in size and that it will lead the player to where they need to go. Also having the area be smaller in size helps with placing out assets and making the area feel more alive. It feels fun to combine decorating and thinking about the gameplay flow at the same time. Player CameraI adjusted the player camera so that the player avatar isn’t blocking the player's view. raising its location by 70 and giving it a slight tilt downwards (-1.0). I’m thinking that either Linus or Calle can continue playing around with it if they feel like it next week. But it feels much better than before and the player is able to take in their surroundings much better. Adjusted the camera angle of the player avatar. What the camera looks like in-game. I also changed the Lag of the camera boom (camera arm). Now the camera lags behind the player to make the players movement feel more smooth and satisfying. I also added a rotation lag. I will leave it like this for now and talk to the other designers tomorrow and see what they think about the changes and have them playtest them, and if somebody wants to they can play around with the numbers as well. Worked some more on the environment.One of the bridges down by the starter beach in the night level was squished together compared to the other so I fixed that. There was a bunch of foliage that was levitating in the air as well to I made sure all of it was on the ground. I checked the foliage on the part when you scale the first hanging bridge as well. Fixed the Camera even more.I placed the camera's location further back so that when the player jump they can still see the shadow under them in the neutral camera mode (not having zoomed in or out with scroll). What it looks like in-game now. I looked at Jak and Dexter, Super Mario 64 and Super Mario Odyssey as a reference of the player character's placement from the camera. The player is able to use scroll to zoom in and out with the camera, but I had no idea about this function, I randomly found out when I went through the Player Avatar Blueprint. So I'm thinking that a normal player might miss that feature and perhaps finding out about it later in-game. So I had that in mind when making sure to have the shadow show. There are still chances where the shadow is out of frame, but it's much better than before, and the player can change the direction of the camera with the mouse. Player Jump.I took time to play around with the player jump mechanic and adjusting numbers because the jump has no satisfactory to it at all, and this is a mechanic that is very important since it's a platformer game. I couldn't get it to work the way I wanted it to and I was a bit confused since when I did changes nothing happened. So I don't know if there is something else that is clashing with the Character Movement: Jumping / Falling. But I decided not to spend more time on the jump for now. What I did change was the gravity scale from 1.0 to 1.3. So that the player falls down faster. I looked at Jak and Dexter and Super Mario Odyssey as a reference to how long the player avatar is airborne in those games (single jump), in Jak it was about 1,2 seconds and in Mario about 0,8 seconds. In our game the jump was about 3 seconds long. Unreal crashed several times...While I was working on the jump suddenly Unreal started to crash over and over again and then when I started it up again had stuff that was gone, like the player avatar mesh and certain menus were inaccessible so I was scared that I had accidentally removed something or done something that messed everything up. So I Unstaged my changes I had done since my last push on Fork. So I had to redo the camera, fortunately I've been updating my dev diary alongside while I've been working so I have the pictures of what I did so I can quickly change the camera position and add the Lag and adjust the numbers back to how they were on the player avatar camera. I'll have to redo the foliage however. The camera started to act really weird when I was redoing my progress, It got choppy and was really wonky. So I closed unreal, unstaged my progress and tried again. I realized that I put all of the information on the camera boom (transformation was supposed to be on the camera not the camera boom), and that's why it was acting wonky. I put the information in the right place and then it worked! I made sure to push the change on Fork. It was good that I went back and did the foliage because I found some that I had missed to move that were clipping into the top hanging bridge. I am going to go through the level thoroughly towards the end of next week to look over everything but it's nice to find that kind of stuff now so I don't have to deal with it later. I also noticed that the lever to the cave had been covered. It doesn't look good at all but I'll leave like that for now. The walking space by the door is so tight so the two big rock assets that are on each side of the waterfall just blocks it, and their collisions are really bad as well. I also took care of the foliage from the starter beach up til' the lever and also checked the cliff area's foliage as well so that's dealt with. Before and after by the Jellyfish area. I have left the landscape be by where the jellyfish bouncing challenge begins because I want be sure of the layout before I remove it. Entering the area it feels a bit more clear where you're supposed to go now compared to before. I also edited the bouncy jellyfish challenge to give it a better flow as well as connecting it with the new landscaping. I'm going to continue to edit this tomorrow.
Added a point to the Trello. Added another house on Flying Village area in Night Level. I adjusted the landscape that leads to the jellyfish area, making the area smaller in size. I used a bunch of landscaping tools and finally found the "Visibillity" tool which fully removes landscape. Before I used the "Flattened" tool and was very annoyed that I couldn't make the landscape fully go away. I immediately fixed this eyesore that has been bugging me for a long time!! Continued to adjust the landscape and assets on the jellyfish area. I helped to playtest a challenge Magda had made on the Playground Island and gave feedback. Also gave advice about the playground island that to keep the look together to add red edging to the bottom of the castle to make it seem like it's it's own entity. I also gave the suggested to place the red beams along the Playground Island and to have them be thicker to hold the entire Island together. Any smaller detail inside of the border is contained by it. I put together more of the houses on the Flying Village area in the Night Level. Added the blueprint that Calle finished today so that the player can now fish by the pond in the night level. Added the blueprint that Calle finished today so that the player can now fish by the pond in the night level. I continued to fix the houses on the Flying Village. I also laid out a rock path by the new houses and I flattened the rocks because walking over them was a bumpy ride.
I had a chat with Lukas after SCRUM about the collisions in the Night Level and I got on to start fixing them during the day. The collision on the rock asset is blocking the path. Rocks that are missing parts of them. I replaced the rock assets that were see-through by the pond in the cave. Then I noticed that I couldn't save when I was done with placing rocks around the pond, and it turned out that I hadn't checked out the night level, which I did but it hadn't been checked out, so it had been checked out by Kielo so I just accepted that I had to redo the thing at a later time. But I know what to do so when it's my turn I can get on it. I redid the rocks around the pond in the cave and also worked with placing out rocks as walls and roof in the cave, pond area. I removed the collision on the water by the jellyfish area. I also placed out firefly VFX and changed the color to fit the environment. Adjusted placements of Bugs on top of the cave and on the path leading from outside into the cave down the ramp to the pond so they are placed naturally where the player moves. I removed the collision on the water on the beach at the start of the night level and put a BP_Death there as well so when the player touches the water they die. Beach by the jellyfish area; Before. I moved the butterflies that were on top of the water by the jellyfish area because it doesn’t really make sense for them to be there since the player dies when walking into the water, I also added a BP_Death there so that when the player avatar comes in contact with the water, they die. I wanted to make sure the player knew where they should go since it’s really unclear at this location. The player needs to see the checkpoint and also the starting point of the jellyfish bouncing platforming challenge. So I started to rearrange the present assets, and I added a bridge over the water that will take the player to the Jellyfish bouncing challenge. I also removed the stone that was under the checkpoint pillar and lowered it since the player couldn't see the crystal without having to look up. Progress. It still doesn't look good but at least there is a path that leads the player to the Jelly fishes. I think that having both the checkpoint and the wooden bridge being introduced at the same time is too much to take in for the player. I would want to introduce them one at a time, not both at once. I think the area is too big without anything really happening. I'm thinking of perhaps adding platformer elements. I put lightning in the tunnel that connects the inside of the cave to the jellyfish area. Playing around with the lights I found that you could lengthen the light source. I went through my Trello Card and the Art assets and added a card with an gameplay asset that I’ve been wondering about for a long time now which is the “launcher” on the night island, which will launch the player avatar to a spot on the main mountain. I'm thinking that if it doesn't get made we can just simply put a moving platform from the last platform of the jellyfish bouncy challenge that goes up to the mountain. Started placing out light sources and lamp assets on the Flying Village. Put a house together and placed a Gloomy there as well for scale. I was gonna playtest and see what the house I placed out and the lights would look like if the player was running around in the level but then Unreal just stopped working so I had to close it down. Fortunately for me I had saved not too long before this happened so I didn't lose that much progress. I put it back together again before I called it a day.
I continued working on the cave on the Night Level. I was thinking that there was so much going on to the eye when looking at it so I was thinking that it may look better if the rocks were flatter, so I flattened them and it became a bit better. I spent the day fixing the cave.
I was going to continue to work on the Night Island's Jelly area but the player avatar wasn't working to I decided to put my attention to another area in the Night Island that needed to be tended to. I decided to put focus into the Cave Platforming challenge. I started out with researching platforming challenges that I could add. My goal was to spread the platforming out a bit more, and make a better flow. I wanted to tackle the problem with the two platforms that pass by each other. On the Trello card "Playtest - Stuff to fix": "<Cave area> The two moving platforms that goes sometimes parallel to each other, confusing to which one to jump to, but also the player will just have to stay around and do nothing while waiting for the right one to arrive. Also annoying to sometimes be pushed off by the top one when you stand on the bottom one. (find solution to this)" I kept on making adjustments to the environment, and I noticed that there was still block-out parts in the cave that were visible. We had sprint today as well and I had a meeting with my LIA. The current roof. I want to prepare the roof part for Magda's waterfall as well. I worked on trying to make the cave inside look better and remove any block-outs (make it look more like a mountain cave instead of just a cylinder with a texture on it). I don't know how I feel about it but I'm going to go through with it. It feels like there is a lot going on on the screen at the moment. I think maybe I can make it look better when I place proper lighting in the scene. It's still very much a work in progress. But I'm happy that I'm daring to try and play around and see what works and what doesn't. I think it will help if I decorate it with the colorful shells and starfishes as well, to try and help guide the player through it. I think in this scenario it would really have helped to have a colored asset that catches the players attention (like red).
Held playtests and took notes. Added notes to the "Playtest - Stuff to fix" card on Trello. I took and made changes to the last island and the part where the gay container was in the Night Level. I removed the bugs because they were distracting the eye from the price, which is the gay container! so I wanted it to have its time in the spot light and aligned the islands so that they player could see it and quickly jump over to it (more flow to the movement gameplay wise). I noticed when playing the jellyfish area that when jumping on jellies between platforms you couldn't see the edge to where you were going because you had tilted the camera down to see where to land on the jellyfish, so I made adjustments to the islands so you can easily see where to go without having to guess. The gay container was also covered by the platform before it if you looked up from the bottom of the log to where it was. I wanted the player to see the prize so I adjusted the height of the upcoming platform so now there is a clear view of the gay container. Before. After. Still a work in progress.
I held a playtest today with Christian, he playtested the Night Island! I took a lot of notes on things he mentioned while playing and I also took notes on things I saw that hindered smooth gameplay for him and I added the notes to "Emma's Playtest Bugs" card on Trello. I also made a slight change to the Playtesting Feedback Form. I was requested to add more Candy Assets to the HUB island on Trello by Felica so I did that! Felica's friend Saga got to playtest the Night Level as well and I got more notes to add to the Trello! I had to rearrange in the Trello card "Playtest - Stuff to fix" to have it more organized. I'm considering making separate cards for each discipline or for each island. I'll let it be as is for now. After pulling down the latest commits and opening the Night Level the rocks in the starting area had been moved around, so I had to put them back in place. It's not the best but this will do for now. I was fiddling around with solving one of the issues on the Trello card "Playtest - Stuff to fix", which was that the first jump in the cave was too hard to land on (since it's just a rather thin wooden pole poking out from the wall), and considering it's hard for adults then what about a 7 year old? I dried some different things but I didn't feel happy with the result. I think it would be easier to draw it out in 2D and adjust it that way, I won't go deeper into that today. I did the playtest fix: "<Jelly area> Only have 1 Gloomie after the first platform after jumping on jellies (two is too much for that small space and they walk onto each other) (2 playtesters felt that)"
And the: "<Cave area> Remove bush under wooden platforms to the left when you're at the beginning of the cave to the left. (it was used to platform up to the wooden structure, which is supposed to be reached with double jump) (2 playtesters did this, if it's not supposed to be accessible this way, then we have to remove the bush)" And also the: "<Cave area> At the top of the Wooden platforms to the left of the entrance in the cave, there is no light, add light!" I started working on the mysterious: "<Cave area> The player camera spins 180 degrees when the player avatar lands on the falling platform when jumping from the checkpoint on the rock platform." I tested to rotate the falling platform and weirdly the player teleported to the exact same spot as well as the camera turning. I wanted to test it out on another falling platform so I tried to jump to the falling platform under and that platform rotated slightly horizontally to a certain angle when the player avatar landed on it. I wanted to try another falling platform so I went over to the one by the Gay Container at the top of the Jellyfish Bouncing area. there was no issues with that one. I was thinking maybe I was thinking too much about this so I just dragged out a new falling platform from the content drawer to replace the one that teleported around the player and spun the camera (BP_LinusFallPlatform2). But the new one I replaced it with was just like the platform under (it rotated horizontally to a degree) (BP_FallingPlatform). I deleted that one too and placed another one there (BP_LinusFallPlatform) and now suddenly there's no problem anymore. I replaced the platform that was rotating horizontally under as well (it was a BP_FallingPlatform) with a BP_LinusFallPlatform. So now both of them are fine. Today I continued with making changes in the layout in the Night Level. Changing the landscape to make it easier to travel on and also moving around rocks so that they don't block the players path and so on. I also made a Trello card where I add notes about bugs that I've found and that needs to be fixed and who's responsible to fix the task. What the edge looked like when I started on it. Fixed look. I also used a point light so I could see everything clearly, and so I noticed a bump in the landscape which I fixed as well. Now it looks better! I still aren't finished with smoothening out the landscape that connects to it so I will continue with that. I smoothed out the landscape leading up to the edge so it looks a lot better. I've heard from others and I've also noticed it myself that it's hard to know where you're supposed to go in the level. So I decided to try and place light sources to guide the player. I also started to rearranging some of the foliage on the ground that was blocking the path the player was walking on, to further guide them with the environment. Before the foliage blocked the pathway so I rearranged them more towards the sides. I'm also going to add a material that is a walkway to the landscape in the future. Replaced the placeholder doorframe with rocks. Here is what it looks with the door. More foliage blocking the way. Nothing that guides the player to the jellyfishes. Moved foliage and adjusted the landscape. I made a pathway that will lead the player to their destination.
Today we talked a bit about the HUB island and decided to put a "Candy Land" theme to it. So today I looked over the HUB island to see how many assets we need to replace the ones that are there currently. And also started to create a list and added some assets to the Trello just to give the artists some base assets to start off with since at the moment the art list is almost completely empty. I helped Magda with doing some research for how to make a waterfall VFX. We had our BETA presentation today. I started to fix on the problems that I had written down from my short play test of the Night Level yesterday. To get the ones I could do out of the way so I could continue playtesting and going through the entire Night Level. One being: "The hill after the first hanging bridge gets the player stuck when walking to the left of the shell." So I went over the entire platform and sculpted the entire landscape so it looked nice, since I noticed more problems, like the landscape sticking out through the rock asset. I red more about how Landscaping works since I found a rectangular hole when I moved a shell that was placed on the hill so I could create a whole landscape and replace it but I couldn't manage to fix it today. Added rocks to the left side of the beach.
Today I started out with updating myself of the games current state and of what needs to be done! I took on the role of taking care of UX, playtesting! I started with going through the Playtesting Feedback Form Melinda had made. I had one playtest today, it was Magda and they played some of the Night Level. I took note of when they played and I also checked the layout of the Playtesting Feedback Form to see if there should be more space for the play tester to write in. I also started to play through the Night Level myself to take notes of what needs to be fixed. So If it's an asset I can inform the artist about the issue so that they can fix it and so on. There are a lot of issues so I didn't manage to get past the the starting area even. I made a Bug Document where I can keep all the bugs I find and where I can check off the ones I fix. I made a new Playtesting Feedback Form based off of Melinda's. The new Playtesting Feedback Form template! I'm going to use this layout for now and see if all of the points are needed or if I'm missing something, if so I'll adjust it in the future! I made sure to keep the layout simple and scaling down on text for the play tester to read. I will be with them when they play anyways so I can guide them through the document. It feels like there are too many boxes on the second page so it's not fully ideal but it's fine for now I think. I also play tested some of the Playground Level and the entire HUB level, so that I know how they work. So if the play testers have any questions I'll hopefully be able to answer them. I have a few unclarities about the Playground Level, but I'll ask Melinda about them tomorrow! I wasn't fully happy with the Playtesting Feedback Form so I went back to edit the document. I felt that the black boxes where the play tester will write their comments were too "noisy" to the eye and were more distracting than helping, so I changed them to a lighter grey and it looks much better. I'm happy that I went back and revisited the document because I spotted a spelling mistake that I fixed. Then I went over all of the text and rewrote some of it as well. The final result!
I came down with a bad fever so I was gone from 18th-20th.
The following week (23th-27th) I had Donna Day so I was away for the entire week. Progress on the Night Level today: - Added Gloomy Loomies, and adjusted their speeds. - Added a Nav mesh. - I had to reattach the platforms to their navigation point again. - I also added a falling platform under the Heart Vial (which is the replacement for the Dreamcatcher) and made sure that worked. Then Fork didn't want to let me push my stuff so I had to delete it and redo it. We also have a functioning player running animation in game as well. I redid the progress I had done.
I started the day out with having problem with Fork so I had to redo what I did this morning. Fortunately it wasn't too much work. This is the last of the block out on the night island. I tried out doing landscaping today in a new open world level. I added the current Playground Level just as a size reference because it was hard to see what the scale of the world was with only the landscape itself. Right now the world is too big so I will have to adjust that. I added the night level as well and put it in a "cave". Makeshift cave to the right of the Playground. I'm not happy with it yet, but it's a start.
I continued to work on the new area I started on yesterday in the Night Level. Adding a simple, platform and pull the lever to open the door to progress obstacle. Later I added the Night Island to the Open World map to see what it would look like. I also adjusted and added more placeholder clouds to get the feel right. I removed the new area that I had done yesterday and today in the Night Level and just made it a plane for now. With an arch that would lead the player to the bouncy jellyfish area.
Progress on Night Level. I decided to redo the right side of the night level with some more platforming elements. I also worked on my portfolio today.
I spent today working on a portfolio piece.
I also helped out with tech issues in Fork and advised people on what to do with tasks in the project. Today I worked on a piece for my portfolio.
I also attended a meeting where we decided the replacement for the Dreamcatcher, which will be a heart flask! I continued working with the jelly fishes too. Today I rearranged a bunch of Jellyfishes in the jellyfish bouncy area in the night level. I also had problems with Fork that I had to solve with the help of Albin. I took note of how he solved my issue so I could do it myself in the future since this issue has happened before. So basically to be able to go back in Fork to then pull and push others progress without mine interfering. I think it's because people are doing something in the night level while I work in it, or if they update an asset that is in the level while I'm in it Fork just doesn't like that.
Magda had a similar problem with Fork as well so I had to help them. It was a messy day. We had the Alpha presentation today. Today I changed the layout of the platform in the Jellyfish bouncy area. I also talked with Kielo and informed her which parts were ready for her to start decorating, and when I had finished what I needed to do I handed the level over! Kielo's progress on the night island!
|
Archives
November 2023
Categories |