CAGD 470 - Blog Post 5 - 11/9/2025
After kickoff my designer and I were checking in with a few of the programmers to determine how long each item should take and after some discussion we decided to add back in the effects of the special tiles. After the cuts from last sprint all tiles were made cosmetic as we didn't think there was enough time left to add some more stuff in the game, but our movement programmer was able to get past the roadblock that he was having and so we decided to add them back into the game. It did mean that the level designer had to go back and redo a few of the levels as they were initially made with the effect tiles in mind then when they were cut he went through and removed the tiles and changed some of the areas that relied on the tile effects, but after that was done all tile effects were in there in no time.
When it came to the build and we were playtesting the levels we found that the tiles were having an issue when you would be standing in between them and it would bug out the player stats. Luckily though we found this before we built so we were able to go back through and change the way they worked. After looking at the game, we have and all items that were supposed to be in the game I can confidently say that not much new stuff will be added, and I feel like this last sprint and a half will be focused on getting the last couple things we do have then just a bunch of bug testing.


Other than the typical producer work of check-ins, meetings, and board management the small amount of other stuff that I did was getting I added in some walking audio for the player, but I did that before we had animations implemented so now that we have them I might have to go back and adjust the audio to fit a little more with the visual of them walking. I did also add in a null check to the walk audio because when we combine work it sometimes ends up undoing itself later down the road and so I didn't want the walk audio to end up getting disconnected and breaking everything. Lastly, I added in the menu audio, for that I took some royalty free audio, and I added it to the main menu and had it continued to our level select as they are different scenes. I also made it so that the menu music is also tied to the volume scroller so that it can be adjusted higher or lower and it keeps that setting when you switch to and from scenes.

When it came to the build and we were playtesting the levels we found that the tiles were having an issue when you would be standing in between them and it would bug out the player stats. Luckily though we found this before we built so we were able to go back through and change the way they worked. After looking at the game, we have and all items that were supposed to be in the game I can confidently say that not much new stuff will be added, and I feel like this last sprint and a half will be focused on getting the last couple things we do have then just a bunch of bug testing.


Other than the typical producer work of check-ins, meetings, and board management the small amount of other stuff that I did was getting I added in some walking audio for the player, but I did that before we had animations implemented so now that we have them I might have to go back and adjust the audio to fit a little more with the visual of them walking. I did also add in a null check to the walk audio because when we combine work it sometimes ends up undoing itself later down the road and so I didn't want the walk audio to end up getting disconnected and breaking everything. Lastly, I added in the menu audio, for that I took some royalty free audio, and I added it to the main menu and had it continued to our level select as they are different scenes. I also made it so that the menu music is also tied to the volume scroller so that it can be adjusted higher or lower and it keeps that setting when you switch to and from scenes.
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