Week 10 - Darklands


Part 1:

This week, we mainly focused on pumping out a grey-box version of the level, as well as player and camera movements. We actually managed to make scripts that emulated Sonic's movements pretty precisely, but when we started to merge the project, we ran into a few problems. First of all, some scripts were doing similar things, such as a camera turn, and a player turn script, resulting a strange movement interactions. We managed to solve those quickly though. The big issue was gravity. When we increased gravity for our entire project, the math behind velocity and acceleration started to fall apart, and we weren't able to climb previously climbable surfaces. We intend to fix these issues, as well as come up with the visual design of our project this week.


Part 2: 

Darklands fell apart in development due to multiple reasons, but I found it interesting how the designers starting to lose interest in the project, which eventually lead to bad team communication and increased confusion. If I was in the Darkland's development team, I would have cut many of the systems, trying to create a simpler and more elegant experience. I would try to keep the overall theme though, and I try to keep it as similar to the original vision as possible.

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