Thursday, June 26, 2014

Dev Blog 2 - Setting up music & art production

I spent a considerable amount of time today communicating with Efe, one of our background music composers, Ronny, our sound FX maestro, and Cheyenne, our talented artist. It's good to setup up this production pipeline early (much earlier than we did with Chromacore) and clearly communicate Enigmatic's needs to everyone contributing.

I'm spending the rest of the day implementing new features and fixing up the riddle script. I quickly discovered that the way we programmed the prototype last semester wasn't the brightest way of doing it.

The way riddles and levels alternate, and the way we have the right riddle paired with the right level hinges entirely on if the scene index is odd or even. Every riddle scene's index is even, every level's index odd. This worked just fine for the prototype's purposes, but for a real fully fleshed out game, we're adding a menu system and level selection, which needs to be added at the earliest scene indices. Adding the menus and level select throws off the indices of the riddles and levels, which breaks the riddle script.

I'm now in the process of rewriting it so it no longer depends on the absolute scene index, but rather a scene index assigned to the riddle or level manually via an empty gameobject in the scene.

Edit: Finished up rewriting the riddle script, it no longer depends on the absolute scene index, but rather a modified scene index assigned to each scene individually.

Edit 2 @ 8:30PM: Implemented falling obstacles, dissolving platforms, and working on having moving enemies now. Might decide against including moving enemies, since the levels themselves are quite short and small, there might not be much room for them to move!

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