This week is about getting the prototype done. The first draft of the prototype is still very glitchy and buggy.
My job was to put all the codes in and change any graphics or stuff that is necessary for the code to work. I got them in, but found at the same time some error as well.
Because we are making an active time bar, it's heavily focused on agility. There were 2 options to choose from. #1 We compare the agi of both the enemy and player to determine how fast the the bar fills up. Or we just determine it by how much agi the player has.
Right now it is still unsure which one is the best choice. On one side some enemies are too fast in the beginning of the level and thus making it impossible to win. Some enemies of the first level is too slow, and thus making it a very easy win. As a result we need more variation.
There are 2 solutions in sight right now. Either change all the agi of characters and enemies so that they progressively gets faster and faster, and you progressively get faster and faster or. Put a bigger variety of agi monsters in the game so that there is no impossibility or extreme ease.
Tuesday, November 20, 2007
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