LOG Week 19 (semester 2)
Project Here I am !
I eliminated all code generated levels. The ones needed for our final have been transformed to XML files.
Solved the ‘start-up hiccup &rsquol; by only loading one level when starting instead of all the levels at once.
Tried to solve the corner issue, thought I found a solution, but it appears the problem can still occur …
Did a lot of small tweaks to make the game experience more pleasurable.
Non-project related
Made my isa UT2004 level playable for bots. Added a whole bunch of paths they can follow.
This weekend, I have playtested the level.
The most important results are :
- The central HUB attracts people. Everyone ends up in the HUB battling each other. I wanted to have more battles inside the rooms. This could be expected because the level layout is now simply small rooms centered around the big central HUB space. Going to have to change the room flow. Other rooms will have to be connected to each other.
- Because I have put the player start at one end of the central corridor in the flak cannon room, people run right through it. They don't explore the other corridors. Going to try to solve this by putting something valuable in the other corridors or placing the player start in another place.
- People wanted the minigun to be present.
- People complained about the lack of health items. Haven't added these to the level yet.
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