Adjusting the Build According To Feedback


Changes made to our build:

  • Add animations to cashiers, smoker, patrons, ruffians, and grandma.
  • Make all the NPCs into prefabs.
  • Swap deep fryer's out for grill.
  • Make grill spit out fire occasionally.
  • Make it so patrons get angry when you grab their cup.
  • Add completed time text to the win menu.
  • Added throw feature (Future Hero can be pretty strong)
  • Added raycast check for items moving too fast
  • implement jumping view bobbing
  • implement fps arms jumping animation
  • fix fps animation bugs (etc. stop running animation from playing while jumping)
  • refactor view bob code
  • Throwing water on the grill stops the fire from spitting up.
  • When you pick up the cigarette, you have to get rid of it (right now the mop bucket is the only place you can get rid of it). Dropping it causes the future countdown to lower to 10 seconds. Picking it back up restores the time to what it should be.
  • Old lady has a bigger cup now (twice as big).
  • Add the interaction with the counter cashier where you can ask them to turn the oven down but they say no.
  • Swap the cashier/smoker with the mop and bucket.
  • Make interactables that can't be interacted with (i.e. not holding required item) outline red and have the text prompt "Item Needed To Interact" (open to suggestions on what the prompt should say lol).
  • Changed raycast detection a bit
  • If the smoker gets too angry he'll leave prematurely (atm the only way to make him angry enough is to just run into him a lot)
  • Setup unity event s.t. in the last 10 seconds future starts to happen (atm this only means the smoker starts to leave)
  • Added paper towel red herring
  • Added big collider under the floor (before the collider on the floor was super thin, this made it super easy for small items, and even big ones sometimes, to slip through)
  • Watch blinks faster and longer now


For the last week, the focus was on adding new/updating current features based on feedback we received on our alpha build (on Nov 2nd). 


Moving on the plan is to:

  • Add new challenges (make the level more interesting and varied, planning on also trying to add another level/section to the restaurant).
  • Expand the environment (make sure outdoors can be seen through windows, add a new area (maybe outdoor seating area or second story to restaurant)).
  • Add more of the art models from the art team.
  • Add more interactions that don't necessarily progress the level.
  • Playtest more (Ubisoft and personal playtesting sessions).
  • Add tutorial level.

We learned that we need more than just a puzzle+solution relationship for the level. We need to increase our scope more and include a wider variety of game mechanics.

 

Files

Alpha Build
Nov 02, 2022

Get Future Hero

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