This week we wanted to make our game feel smoother and more professional, so many of our changes were oriented around bug fixes and polish (such as the scene transition system, locking the cursor, adding a quit button). We added some motivation/backstory to the game by building a set of intro animation cut scenes, where you finally get to see the human who is attacking you! In that spirit, we also added a top secret victory animation (no spoilers) inspired by Getting Over It. Additionally, we wanted to optimize the performance of the game because it was running slowly on some lower end machines, and we achieved major performance upgrades by building an object pooling system to handle all of the condiment particles for the ketchup and mustard obstacles. We added an additional hard mode for ambitious players, and made a trailer to get potential players excited about the game.
This week we wanted to make our game feel smoother and more professional, so many of our changes were oriented around bug fixes and polish (such as the scene transition system, locking the cursor, adding a quit button). We added some motivation/backstory to the game by building a set of intro animation cut scenes, where you finally get to see the human who is attacking you! In that spirit, we also added a top secret victory animation (no spoilers) inspired by Getting Over It. Additionally, we wanted to optimize the performance of the game because it was running slowly on some lower end machines, and we achieved major performance upgrades by building an object pooling system to handle all of the condiment particles for the ketchup and mustard obstacles. We added an additional hard mode for ambitious players, and made a trailer to get potential players excited about the game.[1:10 AM]Next week we want to implement a system where every time the egg dies, it gets replaced with a new egg from the egg carton. Once the entire carton of eggs has been used up, the player will be “out of lives” and get reset to the starting checkpoint. We also want to add some more dynamic level elements which move as you try to traverse them, and we are still in discussion about adding some type of motivation / reward system like spreading hats throughout the level for the egg to collect. We also want to continue to balance and fine tune the damage of each obstacle, the frequency of checkpoints and the difficulty of various level areas based on our next round of playtesting.