References Tri Count: 2560 Floors Grates A, B, C Grate Trims A, B Notes: I Subdivided the bigger floors so I could cut them all into pieces that would stack on top of each other, using less texture space Railings Railings A, B, and S Railing Corners (Inner and Outer) Railing Flip Flops (Left and Right) Railing End Pieces (Left and Right) Notes: I made the flip flops because using two consecutive corners doesn’t snap correctly. Stairs Stair Railing Inner Bend Stair Railings (Left and Right) Stairs A and B Notes: Stair Railing Inner Bend allows us to make staircases with as many floors as we like
The Final Prototype is officially done! And this final sprint has definitely been the most intense yet. While not perfect, I’m very happy with the game that me and my team have made, and I feel a lot of motivation to start a brand new project! But before I get ahead of myself, it’s a great time to reflect on the last two weeks and this project as a whole. To start off our final sprint, I once again made adjustments to the pole vaulting. I made the impulse of the vault scale with how close you got to the pole, which meant that not only could the player not get an immense movement boost from a standstill, but also that there was now a “sweet spot” to aim for to get the most vertical height out of the vault. To help players seek out this sweet spot, I also took the time to create a charge-indicating progress bar next to the player that would fill up the closer they got to the sweet spot. The bar progressively fills as the player approaches the sweet spot After this, my lead de...