Week 12 Personal Blog
Week 12 has been a pretty hectic week for me. I'll be separating my contribution into three section.
As game director, I had multiple small individual meetings with both my environment modeler/level designer and also my programmer. The main purpose of those small meetings was to make sure everyone is on the right track; for the modeler, I mainly described what I wanted for the level, what the aesthetic should be, and gave the example of exactly what I meant. For the programmer, it is mainly talking about what should be implemented and some discussion on how some implementation works.
As the modeler, I put my focus on finishing the modeling for the 2 bosses. After completing them, I finished them up by adding in their mechanics, this includes all their move sets and animation.
This week I had an extra job of doing bug fixes and checkpoints. For checkpoint, I wanted to create a prefab for our main programmer to implement. For bug fixes, this includes removal of staggering, make the enemy turn faster so it is less likely to push the player around; we also did some fixes to the rolling, so it feels more smooth when the player 'roll' on the ground; we increased the flash rate of the enemy so it is easier for the player to spot; we increased player's movement speed so the level feels shorter and faster to get through; lastly, we increased the character attack speed to make the combat feel less painful.
Overall, it was a good week for us.