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Week 4 Sanctum Infernum

  • Writer: Beny Mona-Moke
    Beny Mona-Moke
  • Dec 10, 2023
  • 3 min read

On wednesday the I started on continuing the working on the DDR and refining it as that was my task for the sprint.


So first I went into machination and started to play test and the differnent damage the enemy could get based on the too late or too early (which is near perfect in the machinations). This was so that I could get a visual repesntation of whats going and how long it would take to kill the player. As I could of done it in the game but I realised that I would be able to see how fast the enemy would have died without implimenting a death mechanics which would take a minute as my skill arent at a level where I can rapid prototpye in minutes or hours. So machinations was a faster way to balance.

After geting the balancing done I impliemnted the numbers in the game as I previously made a variable for player damage that would store what the player got in their DDR. I also create the second spell so that the player would have to time and those spells would have the fall at different time i got this idea after showing off what I had done for the week to the biringham mechanics team and they gave me feedback on how to make it better.


I had completed my task at this time and I talked with my design lead about connect the turn based mechanic and the DDR together as their was still push back on using playmaker and by haivng it connected would show that I could handle doing this part of the game so that the programmers could work on other parts of the game. After connecting the DDR and the turnbased mechanic using a UI that would show up and the player would select either turnbased combat or DDR combat the player would get sent to the next scene and the DDR would start. At first it worked but I ran into problems that the players damage wouldn't translate as it was stored on another scene. So I came up with having both of the DDR and turnbased on scene and by having two cameras one that was set on the turnbased and one DDR and it would turn off which ever one you weren't currently using. This did solve the problem.


During the meeting on monday we disscused our progressed and I showed off what I had done for the week and how I had it connected the DDR and turnbased. Durring the meeting the programmers raised that they felt like they couldn't connect their scripts and didn't think it was a good idea for the the devolopment of the game to lean how to call playmaker fsm.


Reflection

I wish I had made a more of a point to bring up that using playermaker would benifit the programmers to and that it wouldnt take more than a sprint to learn the basics for the of connecting and calling opon them. Also I wish that I brought up my points with the design lead so that they can bring it up with the project leads and it may have had a better turn out as doing it in the meeting meant that some desingers have not been taught playmaker so that they were reluctant to use it aswell.

 
 
 

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