Big Game Project Week 2

This week we have been continuing to work on the levels for the alpha of the game. We have a total of 4 different levels not counting the treasure room, central chamber or the outside area in which you start the game in.

The work has went pretty well and today we had three levels that where playable. We had a play test today where the entire group played the levels and then commented on what they liked and didn’t like about the level. We got some good feedback and discussion about the levels and we managed to come up with some fixes and some improvements for the levels.

This week i have worked on getting some more functionality into the reflecting beams that the game revolves around, i managed to code so that each time the ray collides a spotlight is created at the hit location which will illuminate the area the ray is directed in. I also added the loading functionality into our game which will load certain levels when they are called upon and unload the previous level.

I have also been working on some features for the levels such as some traps that will re spawn the player and some animated walls that when activated will move to a certain position and if they are they are activated again will continue to the next position in their position list.

But we also had some issues during this week, we had some weird crashes and bugs with the unreal engine which has caused to loose some time trying to fix them. But i hope that i managed to fix the issues that we are having as they aren’t visually there anymore.

I’m fairly satisfied with how this week went, i have some stuff i need to work on to get them working but we have had some good progress and as we managed to get the three levels done level design wise i feel that we are still a bit ahead of the schedule.