Journal Entry 27
Date: 25-05-19
Activity: Fix bugs, implement a few menu options
Time spent:
- Test lvl 5 bug - 10 mins
- Fix lvl 5 bug - 2 mins
- Fix LockShip rotation bug - 1 min
- Disable dialogues option - 25 mins
- Disable beeper lighting - 15 mins
I didn't have that much time today so I didn't do a lot, I mostly just implemented new things that didn't require voice acting or sourcing new sounds.
I fixed the two most critical bugs - the one that would allow you to move when you weren't supposed to in level 5 (which was literally just caused by forgetting to add one event in the target's event list) and the one that caused the ship to spin faster and faster if the ship's rotation gets locked (when entering a dialogue) while the player is inputting a rotation -- I was setting the translation to zero and then disabling translation input, but I forgot to set the rotation to zero before disabling its input.
Then I also implemented two more things to be configured in the options - disabling dialogue, which will allow the player to play through the level without any dialogue playing. This kind of breaks the progression in level 5, where the dialogue not only keeps the player's attention during the intentionally long 3-minute wait, but more importantly, tells the player when to start firing the engine again. Without the dialogue, the player just has to keep trying to fire the engine until it is finally unlocked.
I intentionally didn't add the option to play the dialogue but give the player the power to skip it once it's playing. This is because I really don't want the player to skip the dialogue, so this option is there only if the player is really convinced they don't want it. It can of course be toggled mid-level, like all settings.
This setting, however, is not available in the menu yet. It is not a very crucial option in my opinion, so I'll only uncomment the line adding it to the menu, once it's fully voice-acted.
Another configurable option I added is disabling the red proximity beeper's scene lighting. This is to drastically reduce the level of flashing lights in the game, and make the game more accessible to people with epilepsy. Since this is a very important accessibility feature that fixes a serious health risk, I decided to put it in the menu right away, even though it is not voice acted. This might confuse the blind players (or player who play with the recommended "draw nothing" setting) for the roughly day-and-a-half period for which I expect it to go voiceless, but that is in my opinion a good tradeoff for how important this option is.
I decided not to add the lever to the game before the final deadline.
Tomorrow, I will have even less time, and my work on the game will be basically limited to the time I spend commuting, but I would still like to do some minor things, like adding an "Exit game" button, adding respawning, making the health and respawn settings actually work as intended, and if I'm feeling confident (if I have time), maybe even implementing the level select. There's also one more minor bug I just noticed on my sheet of paper, that I forgot to fix today and might fix yesterday -- the numbers on the screen in the module status readout don't match the voiceline, and seem to be rounded to units instead of one decimal point. I think I already know what's causing the bug, I remember using the method Floor() to fix a previous bug where the readout would floor the numbers, whereas the writeout would round them.
Files
Get Project C
Project C
Next Target: Mothership
Status | In development |
Author | Rosie |
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