Peter Eldredge PPJ #6
Bug Fixes/Random Tweaks and Testing/Polish - 3 Hours
Code Refactoring - 1 Hour
Post Processing - 2 Hours
Rumble Implementation - 2 Hours
Overview
I think artistically and game feel wise this week was very productive. This was thanks to the menus being filled out with 2d art and the implementation of Unity's Post Processing as well as the Beautify, another processing solution. Additionally rumble was added which adds a lot of impact to the collisions in the game, as well as allows the player to feel in heat increase better.
Bug Fixes
Tons of minor bugs were fixed and time was spent tweaking values. Not all of these are worth mentioning but I'll list the biggest ones:
- Fixed a issue where the player would rotate inappropriately after colliding with an object, causing the player controls to become inaccurate.
- Fixed issues where the prefabs were not consistent between scenes and not being saved properly.
- Fixed an issue where pausing the game with a controller would not make the mouse visible.
Code Refactoring
I cleaned up some of the came code to meet the general coding standards of the project. This involved properly naming members and properties, as well as removing many public variables. Additionally an Events namespace was added which all events are under. This allows us to see a list of all events in the IDE simply by typing "Events.". The idea for this stemmed through a pattern of multiple events being created for the same purpose.
Post Processing
As I said earlier, I added two different post processing solutions, Unity's and a third party one named Beautify. They are good to use together as they both excel in different areas the other may be lacking. For example, Unity's has good Color Grading, Colored Bloom, and Motion Blur. Beautify has a higher quality Bloom, Sharpening, and Tone Mapping. I spent a lot of time tweaking these so it added some pop without being too much or blinding the player. Overall I think it came out okay, but I am usually not one to mess with aesthetics and am assuming it could be done better. Here is what the scene looked like before (top) and after (bottom).
Post Processing
As I said earlier, I added two different post processing solutions, Unity's and a third party one named Beautify. They are good to use together as they both excel in different areas the other may be lacking. For example, Unity's has good Color Grading, Colored Bloom, and Motion Blur. Beautify has a higher quality Bloom, Sharpening, and Tone Mapping. I spent a lot of time tweaking these so it added some pop without being too much or blinding the player. Overall I think it came out okay, but I am usually not one to mess with aesthetics and am assuming it could be done better. Here is what the scene looked like before (top) and after (bottom).
Rumble Implementation
Adding rumble was an important feature. I used the two different motors, one dependent on your heat level and the other for when you collide with objects. This was pretty easy to implement, with a variety of options tweakable in the inspector. It also ended up being a great use case for the events system, as you can see in the code. I spent a good amount of time trying to make it feel good on my Xbox One controller, however I am a bit concerned there may be differences between it and other controllers that could mess with the overall feel.
Team Notes
This game a good amount of progress was made again. The game feels significantly better than last week, and I think it looks a lot better too. We got several new shader features in, new menu UI, and fixed a bunch of bugs. I do wish the welded weapons had gotten in, and I wish we had more 3d models, as those are sorely lacking right now.
Upcoming
My goal now is to fit whatever hat I need to in order to polish the game as much as possible. I want to add some more enemies, which I think I will be able to finally get back to now that the game is in a better state. Hopefully we are at the point that the core gameplay is nearly complete, and we can look to adding more content.
Adding rumble was an important feature. I used the two different motors, one dependent on your heat level and the other for when you collide with objects. This was pretty easy to implement, with a variety of options tweakable in the inspector. It also ended up being a great use case for the events system, as you can see in the code. I spent a good amount of time trying to make it feel good on my Xbox One controller, however I am a bit concerned there may be differences between it and other controllers that could mess with the overall feel.
Team Notes
This game a good amount of progress was made again. The game feels significantly better than last week, and I think it looks a lot better too. We got several new shader features in, new menu UI, and fixed a bunch of bugs. I do wish the welded weapons had gotten in, and I wish we had more 3d models, as those are sorely lacking right now.
Upcoming
My goal now is to fit whatever hat I need to in order to polish the game as much as possible. I want to add some more enemies, which I think I will be able to finally get back to now that the game is in a better state. Hopefully we are at the point that the core gameplay is nearly complete, and we can look to adding more content.
Comments
Post a Comment