11/27-12/11: Final Bug Fixes

I’ve had a lot of progress over the past week. Here are my updates:

Art Integration (2 hours)

Although we had gotten a lot of artwork integrated into the game, there was still one final piece that needed to get in: the enemy art. All throughout development, we had been using a placeholder ship that one of our artists made. It didn’t look too out of place at first, but as more art got in, the enemy ship stood out. The art lead, Nicholas, and I made a last-ditch effort to get a more cohesive version of the enemy art in. I spent a lot of time this week putting the new enemy art assets (i.e. the ship, room, icons, and backgrounds) into the game and fixing the surrounding issues that occurred. Since we had a new ship, adjustments needed to be made to the room positions and scale until everything fit, and the new ship needed to face in the correct direction. Below is the final result and the original concept art (created by Nicholas).

A screenshot of the ship as it appears in game

The original concept art by Nicholas Way, created in late september

Bug Fixes (6 hours)

As it was the final week of development, a lot of my time was spent on bug fixes. The bugs I fixed included:

  • When rooms get removed, the art also gets removed and reverts back to the empty display

  • The “HIT” display only appears when a weapon hits the enemy ship rather than the shield

  • The “HIT” display shows the word “DETECTED” when a sonar projectile hits the shield

  • Enemy crew member no longer display the player animations

  • Attempting to start a new campaign no longer jumps encounters at random

  • Player’s crew list no longer displays stretched out versions of the crew

  • Enemy health bar is no longer out of the player’s view

  • Player crew animations no longer stop when the crew is hit by a projectile

  • Player crew can now be clicked in a wider range

Credits Integration (1 hour)

This semester, our team put in a lot of hard work into the game. It is important that they get credited correctly. I spent time this week putting in every member’s name into the credits and reorganizing the credits into Cycle 1, Cycle 2, and Voice Work sections. In addition, I added new concept art to the credits, to ensure more artists have their work shown. You can view the credits below (note that I made some adjustments after this video was taken to ensure everyone got into the credits):

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1/22-2/5: First Feature Push

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11/13-11/27: Polishing The Game