Sanctum Infernum Week 9
- joshhare123
- Jul 4, 2024
- 3 min read
Weekly Sprint
This was the last sprint of the project with the goal of having a playable game by the end off it. My first task of the week was to finish asset placement in the castle. Since this task had been mostly done throughout the previous week it did not take to long to complete it. With some help from Aliyah who finished some of the final rooms the castle asset placement was done.
My second task of the week was to improve the player camera. The problem we where having was the fact that it was to low down and was centered more on the torso of the player which made it difficult for the player to see past the character it also made it somewhat sickening when moving. Fixing it was not to difficult after being shown how it works from the programmer Emilis. As the camera could be applied to an object or empty creating and empty and putting it onto the player prefab. All I would need to do it move this empty around and testing out the camera until it was behind the shoulder.
A problem that showed up was the creation of the level 1 scene. Many members where using the new map scene to implement enemies etc. to the game. Because of the creation of the level 1 scene which has the dungeon and castle within it meant that people who may have finished or currently doing tasks would have to redo there tasks. I feel that if members where told about the change in advance it would have helped with preparing to move there work or getting ready to redo it.
My third task for the week was to use the code and scripts that the programmers had provided and implement it into the castle. The system created would allow the player to pick up a key and use it on the specific door it is linked to and open it. There where 2 doors that I needed to implement within the scene. To get the doors to open I first had to place down an asset I wanted to use for the key a model of which was provided by the art team. By giving it a collider with a trigger and applying the key script onto it and setting to the appropriate key which for me was key 5. The door is very similar, making sure to add the script and an on trigger collider to the model and setting the key that would work for it key 5. Once all that is done and in the scene the player would now be able to collect and open locked doors.
Self Reflection on my Level Design and Overall
During this module I feel there are many areas within level design that I did well but also many areas that I need to improve on or could have done better. One of my main mistakes on the level design was the scaling. Though there was confusion on who was actually going to build the levels once the assets where done (which was done by the artists in the end), once it was built it was way to large and the player was way to small. Because of the scaling on the level already assets where effected by this and where to large. I feel as if i should have spent time making sure that there was a right scale for the level so that everything would fit well.
Though I personally had problems with the communication within the project I cannot ignore that there is a lot of improvement that I can do to improve my own communication. I believe that I have still gotten better from previous modules but there are areas that need the improvement. One such would be asking for clarification, what I mean by this is because of miscommunication between everyone and the confusion I never made sure personally to simply ask leads to clear up things. Though I started to do this more at the end it could have been done sooner.
Comments