User testing and final tutorial before the deadline
On Friday I went to the base room for a tutorial with Steve and I got a chance to show my game to Steve, Josh and my classmate Selina.
This was very helpful for finding any remaining bugs and getting an idea of the things I needed to do before completion.
I wrote down some of the bugs and improvements on a notes document:
Before rocky cave option buttons cause loop (T54) ✔
T7 (1) buttons not assigned correctly ✔
Disable sleep on SQ4 (T6) ✔
Fix sleep animation
Rocky cave button not assigned (collisions) ✔
Check that the level number is assigned
The Animation offset impacts other levels?
-Duplicate animations and give different offsets.
Rotate the camera with the mouse?
Can’t interact with old potato for the last quest? ✔
Slope limit 45 ✔
Updated player script ✔
Update old potato.
Rigid body gravity or is grounded. ✔
Rolling during cutscenes (holding direction keys while interacting) ✔
Indicator for exit.
Speed with shift? ✔
Render of the device when old potato talks about making it. (Animation?)
Animation of Sweetie potato. ✔?
Adding more NPC potatoes.
Tutorial elements in first level.
Extend terrain/add more rocks/ large image in distant.
Blue image for water
Dialogue Cutscene Positions
I also updated the movement script so that the player can move diagonally in the village scene, to do this I looked at a simple movement script https://www.youtube.com/watch?v=CieCJ2mNTXE
as well as a script from the character controller video I previously watched and through referencing them I created a value that combined the forward and horizontal movement.
The only problem with this is that I had to use Move rather than SimpleMove, so I had to add back the gravity element. This was included in this video https://www.youtube.com/watchv=bXNFxQpp2qk&t=1004s&ab_channel=iHeartGameDev
However, I had to adjust it slightly so that the Gravity would be taken into account before moving and also I had a problem where the negative gravity value was impacting the rotation so I had to create a new Vector3 which saved the movement without the gravity so that the rotation would no longer get disrupted causing the potato to look like it was falling over.
The fix for the rolling during cutscenes was quite easy I just had to check for the cutscene bool before checking for input (They had previously been the other way around)
For moving the camera I used the script from this video: https://www.youtube.com/watch?v=PM8BZK3ig2s&ab_channel=DALAB I adapted it to use the right mouse button. I also added a cinemachine collider (through the cinemachine extensions) to stop the camera from clipping through the floor and I also added some smoothing and damping to make the collisions less jittery. The only problem with moving the camera is that the movement controls can become disorienting.
When trying to fix the animations I thought I would just have to duplicate the animations however I didn't realise that the cutscenes (in the different scenes) are all the same. Therefore I had to duplicate the cutscenes rather than the animations.

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