Beta 1.01.1 release

ExpoTees is happening today! (I’m writing this at 1:35am.)

I made some last-minute fixes to the project, including fixing the known issues mentioned earlier, so Beta 1.01.1 is now available on itch.io!

Fixes include:

  • After ducking through one fall-through platform, sometimes unable to duck through another. Could be related to duck-camera.
  • Level height/length customization appearing not to work for some reason when saving new levels/creating new levels.
  • Chosen level is not ‘removed’ from memory when player returns to main menu.
  • Creator name should now work.

Current known issues:

  • Enemies consider the trigger volumes of ladders as solid objects, and will turn around when they would overlap a ladder.

Known Issues in Beta 1.01

New issues have appeared in the project as of Beta 1.01.

  • After ducking through one fall-through platform, sometimes unable to duck through another. Could be related to duck-camera.
  • Level height/length customization appearing not to work for some reason when saving new levels/creating new levels.

While the first issue is a minor bug, the second seems to be much more prominent, blocking players from creating levels of a preferred size.

These issues will be fixed in Beta 1.01.1, which is delayed – my attention is mostly focused on writing the academic reflection report for this project for my university submission.

Known Issues

Capture

Before I even hit the 24-hours post-release milestone, the known issues list piles up.

Some bugs I’ve sorted in the past seem to have re-surfaced somehow, and new overlooked and unanticipated issues have become noticed.

Beta 1.01 will hopefully be coming out within the next week with fixes to issues.

Rather than releasing a video…

Rather than releasing a video this week, I have mostly been working on bug-fixes while working to finish the project to a level of quality suitable for a public beta.

I have nearly produced a basic tutorial, and I have added the UI element for ‘toggle-able’ blocks, as well as functionality for the player to lower the camera by ducking. When I have finished bug-fixing and producing the tutorial, I will release a public playable beta for download.

Update As of last night,…

Update
As of last night, the following issues have been fixed:

Fixed: When game is paused, some objects continue to move.
Fixed: When game is unpaused, all objects with velocity gain extremely high levels of velocity.
Fixed: When level completes, some objects continue to move.
Fixed: Solid overlappable objects: enemies, crates; can be placed inside each other, causing weird, erratic interactions.
Fixed: When returning to main menu, there is still slight cursor-interactability.
Fixed: Player can die while in editor/menu mode.
Fixed: Player can delete level completion point.
Fixed: Level peeks through top of screen behind main menu.
Fixed: Changed top-block material from total black to a ‘darkened’ background material.
Fixed: Fall-through landscapes should be slightly darkened.
Fixed: Show custom cursors on hover, not on mouse-down. (Added: things that can’t be scaled certain directions don’t show scaling cursor in those directions.)
Fixed: Bounce-pads are hard to pick up by the pad (rather than being picked up by the projected jump-height marker)
Fixed: long level names should be condensed in level name shown in editor.

Removed: physics crates and enemies can no longer phase through fall-through landscapes for the time being, until I can find a way to make these actors temporarily ignore collisions only with the given half-landscape. The previous system caused blocks and enemies to phase through all other objects, which caused problems.

I still have three things I want to work on throughout this week. If I can produce a basic tutorial, add the UI element for ‘toggle-able’ blocks, and allow the player to lower the camera by ducking, I will release a public playable beta for download.

Week 12 – Feedback, bug-fixing, scope-check

Last week I added a ‘Level completion’ point. I will display this more prominently in a future video update, but I have decided not to record a video this week, due to little prominent progress (level completion point and general tweaks is all that was achieved).

Today marks the start of Week 12. The artefact hand-in for this project is Friday 4th May. This is in less than three weeks.

In my lab session today, my supervisor play-tested my game and found a number of glitches and improvements that could be made. I also noticed a few things I could improve. Here is the list of tweaks I would like to do:


  • Bugfix: When game is paused, some objects continue to move.
    • Proposal solution: Decrease Time Dilation during Pause.
  • Bugfix: When game is unpaused, all objects with velocity gain extremely high levels of velocity.
    • Proposal solution: On un-pause, divide velocities of all moving elements by the ratio of change in time dilation.
  • Bugfix: When level completes, some objects continue to move.
    • Proposal solution: Decrease Time Dilation during Level Completion.
  • Bugfix: Solid overlappable objects: enemies, crates; can be placed inside each other, causing weird, erratic interactions.
    • Proposal solution: Disallow placement of these overlappables within one another.
  • Bugfix: Rarely, move-able crates can rotate.
    • Proposal solution: Double-check constraints, if fine then not sure what course of action to take.
  • Bugfix: When returning to main menu, there is still slight cursor-interactability.
    • Proposal solution: automatically drop cursor when returning to main menu.
  • Bugfix: Fall-through landscapes cause enemies and crates to become intangible.
    • Proposal solution: remove support for them to phase through fall-through landscapes for the time being, until I can find a way to make these actors temporarily ignore collisions *only* with the given half-landscape.

  • Visual glitch: Level peeks through top of screen behind main menu.
    • Proposal solution: Make sure Main Menu is anchored correctly.

  • Visual improvement: While ducking, lower player camera so more level can be seen.
  • Visual improvement: Restrict in-level camera height to avoid showing ‘above’ level.
    • Alternative solution: Change top-block material from total black to a ‘darkened’ background material.
  • Visual improvement: Fall-through landscapes should be slightly darkened.
  • Visual improvement: Show custom cursors on hover, not on mouse-down.

  • General improvement: Add basic tutorial to the game.
  • General improvement: Add UI element while toggle-able block is selected.
  • General improvement: Add a ‘tick’/’snap’ sound while dragging out blocks (only on change in height/length).
  • General improvement: Bounce-pads are hard to pick up by the pad (rather than being picked up by the projected jump-height marker)

There are also still features I would like to add to the project, including:

Must still implement:

  • None!

Should still implement:

  • Pressure pads
  • Mechanics reliant on pressure pads
  • More sounds for player feedback
  • Customisation for level metadata (creator name, level size)
  • Moving platforms
  • Coin-filled bricks

Could still implement:

  • Controller support (currently controls are mouse & keyboard only)
  • Campaign levels

I am getting concerned about scope. With so many features I want to incorporate into the project, and such little time left, I want to focus on refinement and bug-fixing, before considering new features.

Such features can hopefully be developed between the academic submission of this project and its reveal at ExpoTees.