Devlog - Testing

Hi, welcome to my final devlog my Get that Human! This week I implemented some small amendments and additions that I haven’t had time for previously. My aim this week was to add a final bit of polish and smoothness before the final submission. 

Amendments and Additions

Camera Bounds

This week I adjusted and improved the virtual camera used in my game. Previously the camera would be fixed on the player, with the player also being centered. This meant that when the player was near the edge of the game map, you could see far out of game bounds, which is a plain white background. To improve this I added a World Boundary game object with a polygon 2d collider in order to map out the boundaries of the camera. This means that when the player nears the edge of the map, the camera will stop, and the player will see more of inside the map instead of outside. 

Map Outline

Secondly, I redesigned the map outline. Previously the outline of the game map had appeared slightly blurry, thicker, and less sharp compared to other areas of the map due to how I drew the sprite as one large section. To fix this I used other sprites I had already created for other pieces of the map, stringing and sizing them together around the map boundary. This created a significantly better looking map that also fits the collider more appropriately. 

Timer 

Last week I mentioned an issue with the in game timer, in which when it hit zero it briefly went below zero. To fix this I adjusted the script to prevent it from going into any negative numbers

Player Rotation

In a previous rotation I mentioned that the player would rotate based on the position of the player's mouse. This was a feature leftover from a mechanic I had previously removed. Fixing this was simply a matter of removing a few lines of code from the player controller script and then locking the rotation of the player sprite.

Testing

In the final testing of my game I essentially only had two issues. Firstly, when playing the game, the timer script will produce an insane amount (999+ in only a few seconds) of error codes in the console regarding the line of code that switches scenes when the timer hits zero. I have no idea why this is or why it produces so many errors especially because the code should not even be ‘in action’ yet as it only comes into effect when the timer hits zero. If I keep the code the scene will switch and the error messages will be produced, but if I remove it, the scene will not switch and there will be no error codes. As this does not actually affect the gameplay at all, I have decided to not pursue it. 

My second and rather significant issue is that of game score. Originally I planned to have the timer countdown to zero and kill the player when it does so, with the player being able to extend this time by killing enemies. However I could not, for the life of me, figure out how to allow for time to be added when enemies are killed. I spent many hours adjusting the timer, player and enemy scripts but just couldn’t get it in the end. This is extremely unfortunate and frustrating as it leaves the game incomplete. 

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