EMMA TETHRAIN
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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.
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