August 25, 2021
Sprint 4 End
This week was our deadline for developing/coding and we have met the needs of the sprint timeline. All of the features necessary for our game are implemented, and we have successfully packaged our project. After securing our build, we gathered footage for our two trailers. The scripts and voice overs for the videos are completed.
Tech
Before packaging our project there were a few modifications:
- The tutorial has been fully implemented
- The portal activation for the tutorials is now fixed
- Modified the runes in the VR tutorial to stay green after successfully placing a trap
- Added camera fades for the VR player between level loading
- VR player now starts on a black screen on begin play and fades when level starts
-Modified bps for all traps so that they now reset the grid square and allow another trap to be placed after the first one is destroyed
-Added a dividing wall between PC and VR tutorial areas
- You can now pop bubbled with the right hand
After packaging, we have people play testing the game:
Focus Testing:
Our game’s elements are (just about) complete. Everything has been built using instancable, consistent blueprint actors that are generally easy to move/edit/rebuild. With this next sprint, we have several key features that we need to test and solidify as we prepare to build and package our game. Some of these are levels of importance above others, and some will need active testing/configuring. Many will just need to be noted and watched during testing to see the best choices for the sake of gameplay. These features are as follows:
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Invisibility recharge time
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Invisibility active time
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Respawn time
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Respawn locations
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Portal charge-up time
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Bubble spawn time
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Effective coverage of tentacle
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Effective coverage of Siren
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Trap “prices”
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Animation lengths for powers
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Power-up Pot availability
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God Movement speed
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Level Layout/size
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Whether to put invisible walls on the playspace boundaries