Dev Log 11: 2021-12-01
We've settled on which feedback to incorporate into our final build.
We're reverting from the completely players-detached-from-platform model, and instead make our players semi constrained to the platform.
Players can move in all directions up to an extent, and the always affect the rotation of the platform by their movement. The platform should also shrink and extend a bit depending on the players positions. These are our goals for the new player setup we’re implementing.
We implemented stretching hands to replace our sparkle magic effect which represented players manipulating platform corners, which is now a carpet instead of a Unity object. We’ve also made the players look at the ball since we’ve already solved the problem of making a body part look at something while implementing the stretching hands.
We decided to skip on the feedback of experimenting with only one player. We don’t have much time to implement that.
We have a handy meter to adjust the ball physics on the fly, we’re going to play with it and adjust it to what we feel is best.
We’re also focusing on changing our levels to require more communication between players, or at least a higher level of synchronization.
You can find the compiled list of feedback we got throughout the semester attached below.
It has some graphs on the GDDC feedback that we've promised to post in one of our older Devlogs.
Files
Get Balance is Key
Balance is Key
Status | In development |
Authors | AhmadRehan98, Seerinx, OwenHeyuWang |
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