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Delve into the Abyss Development Blog - Week 16

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     Despite being the final week of the project, this week was sort of uninteresting on my end. We started the week of as we normally do and did sprint planning. In general the team is trying to fix up any potential loose ends prior to making a build. I was paired with Lucas to find a problem regarding the upgrade functionality not working.    It wasn't until the day after that I got the time to actually search for a fix. It was actually kind of annoying because I wasn't exactly sure what could have caused the logic problem initially. The altars insisted that you didn't have enough resources in your inventory even though you actually did  have resources, which meant that somehow they just weren't able to call the inventory system even though the code does call for it. So I had to use the Debug Log system in order to determine what the code was able to execute and what the code wasn't.    I had to do the same for the inventory code and that's when...

Delve into the Abyss Development Blog - Week 15

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     This past week was the week of Thanksgiving. We were originally planning to meet virtually on Wednesday to see if we could plan something out for the week. Then we realized that we all were probably going to be busy across the break week for varying reasons.    Once Wednesday came we actually just held kind of a vote to decide if we actually wanted to do a meeting. The final verdict was no, we didn't. So that meant that we didn't really have much of a sprint. Well, we didn't have a sprint at all.    This is all to say that this week I did absolutely nothing. I had no tasks to do. I also had other classes to stress over and work on stuff for. So this was just a break for this project.

Delve into the Abyss Development Blog - Week 14

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     This week I helped with polishing up the maze map with Chance. Chance mainly handled the lighting and props, and I did what I've done in the past few maps and populated this map with enemies. I tried to make it a little bit more perilous than the other maps since this is our final level, so a lot of the rooms have close-quarters combat with Elite enemies or generally just hoards of enemies. Although I didn't put too many enemies around since I didn't want to overwhelm the player.    Other than enemy population I also did some refining around the map. I noticed a few walls and ceilings had openings between the cracks that didn't seem intentional, so I sealed those up where I could. I'm not sure if I found them all but I did it to the most noticeable cracks that stuck out to me while roaming around the level. So I'd count that as something.    Lastly I added invisible walls to the railings to players wouldn't be able to jump into the maze and ignore...

Delve into the Abyss Development Blog - Week 13

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     This week was a pretty fun week. I had been put on a task with Blake and Chance to finalize our second map. In this case it meant adding in props and lighting, alongside putting in more enemies and ores. I took up populating the map with more enemies and ores which was in itself a rather lengthy thing to do. As in it took me a good few hours to actually accomplish.    The first thing I did was the ore population. I made prefabs for the individual ores that were not already created. Then I proceeded to sprinkle them around every place I possible could for the map. The starting area has a pretty high ore density, although I put in a few more Emeralds than usual since the first altar would account for them and it'd be needed. The hardest section would probably have to have been the bottomless pit though. There's a lot of area to cover and a lot of possible ore spots. Although I decided to make each of the major outcroppings feature specific ores, with elite en...

Delve into the Abyss Development Blog - Week 12

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     This week I was tasked with helping Rebekah handle the main menu. Admittedly there weren't a lot of tasks this week that I felt like I could really do so the main menu design task seemed like the one of the bunch that I was most familiar with. Especially since Michael and Blake had some specifications regarding how they wanted our main menu to be.    Rebekah and I split our task between actually designing the main menu, and then implementing those design concepts into the game itself. I handled the design portion of it, which mainly just involved making a bunch of mock-ups of potential main menu ideas. Generally most of the mock ups were fairly similar, giving potential ideas for different layouts regarding either two or three button styles.    The biggest thing I wanted to find focus on was the background. Both Michael and Blake mentioned wanting a background that was 3D and showcased the world a little bit. To me this immediately brought to mind...

Delve into the Abyss Development Blog - Week 11

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     This week I was actually able to achieve what I was planning on doing last week. That is to say I aided with finishing up our initial plan for the second map but adding in major scripts that weren't added by the other two. This mainly just meant adding scripts to the ores, which there surprisingly weren't many of. Although I brought that up with Blake and he said we'll add the rest of the ores later when we decide to decorate the map.    After the scripts were added I also populated the area with more altars. This map will have four altars instead of three, and I tried to make the placement of each altar a bit meaningful here. The movement altar is located in the first area which had a lot of platforming, the health altar is in the enemy heavy bottomless pit, the shield altar is before you go into the cramped enemy filled sewers, and the weapon upgrade altar is hidden in the sewer due to the fact that it's the most powerful of all the altars. I just thought...

Delve into the Abyss Development Blog - Week 10

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     I'd say this week was a little more of a disappointment to myself more than anything. I started the week off pretty strong by helping out the team discuss our level ideas a bit more. A big problem I was worrying about initially was that we would keep pushing back brainstorming sessions for this so I'm glad we finalized some level concepts together.    Furthermore, I'm glad that we're going with a concept that merges our own level concepts idea. I admittedly had a lot  ideas for levels that I crammed into that document so merging them together into two remaining maps was nice to hear. I don't really have any complaints in that regard at least, although I hope we're not putting too much work on ourselves with that.    Outside of that first day though, I was going to work with Chance and Blake to create our second map. Ideally I was going to add any unattached scripts we had. However Chance hadn't finished his part as of writing this blog. In tr...