Pre GGC!

Pre GGC

This week has been the last week of production for the team and also the last week before the Swedish Game Awards turning deadline, which was yesterday Friday, and before Gotland Game Conference which is today Saturday. Depending on how the game is received at GGC we might continue to work on it in the future, which is exciting.

Yesterday was an interesting and stressful day. The hours just disappeared. The SGA turn in went well, no problems with submitting the game or similar. The entire team were bug testing and me and Semih Parlayan tried to fix the game breaking bugs until we turned the game in 20 min before the deadline. I really hope that no new bugs was born from the ones we fixed.

Of course game breaking problems and bugs had to upcome during the last day, breaking stuff that had never been broken before, like the hunger system not working or that enemies could not reach their destination. The laster was a pretty easy fix but was not that obvious. So earlier this week we decided to implement a couple of new enemies, or at least two new variants of the beetle enemy that we already had in game (what is feature freeze?). So now we have a beetle warrior, slow but tankie, beetle worker, fast and great in numbers, and the spitting beetle (the speetle), which does what you’d think it does, it spits poison. The beetles are the only enemies that the player can encounter in the jungle and on the island, so the player will be encountering the beetles a lot. So to make the combat feel a bit more varied we added these in, and design wise it works very good imo.

The problem we had was that the worker beetle couldn’t reach it destination when they attacked the island, they just wouldn’t work and we got Unity warnings that I had never seen before with the original beetle. The warning said that the navmesh agent wasn’t created correctly since it was created too far from a navmesh. Turns out the warnings was nothing to really worry about, since we spawn the beetles in the air and have them fly in over the island they didn’t need the agent until they land. The real error was fixed by simply lowering the obstacle avoidance priority, which I had antecedently set to 99 when prototyping the worker beetle.

Now its time of me to go set up our GGC booth. This is gonna be awesome!

About Johan Holmér

2014  Programming