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Easter sprint

  • Writer: Jade Taylor
    Jade Taylor
  • Jun 8, 2022
  • 2 min read

Updated: Jun 18, 2022

over the 2-week Easter half term, the team were assigned tasks,



my progression



  • Two Character Meshes

I thought that getting the characters to be different was the first priority as I think that's something that has been affecting the gameplay, as when we test play it and everything has been at least half done and has the assets imported but the character has been visually unpleasing, and I think it has also been more difficult to play as the gun hasn't had a proper playmaker and also how to player moves has been making the gameplay, clunky and awkward.


The first task that I had was making the 2 characters have different meshes, I was very unsure about how to go about this task. At first, I was looking into changing a mesh of an instance, but as I had never done anything like this before I didn't really understand what to do and there wasn't much information online which wouldn't be of much use to me.



After a lot of trial and error, I managed to figure it out.







  • Two Way Barrier

during one of our playtests, some feedback we got was how the ball once fired and crossed the barrier should stay on the opponties side, and not be able to pass back through until fired again.



  • Powerups (Pickup and Spawn [At Barrier Location])

we wanted to create a way to stop the players from camping. The way we thought was to make the players have power-ups, originally it was going to be so the player automatically get power up every so many second. It was going to be when the player caught a ball and it would fill a progress bar up and unlock a power-up. but this wouldn't stop the players from camping if anything it could encourage them to camp more and gain the powers to attack.

So after some, though we thought about making the power-up spawn on each side of the maps, this would still cause some camping to take place to wait for it to spawn and it could be unfair when the maps get smaller on a side, meaning the percentage of the powerup spawning on their side would decrease.

Finally, I thought of the idea from the real-life dodge ball game, where at the start of the game the players would have to run to the centre of the playfield. How






I will be going more into depth to explain these mechanics, as this blog post was just to mark progression made over the easter half term.





 
 
 

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