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...
This sprint has been quite an eventful one! To start off, I revamped the pole-vaulting mechanics for this sprint’s playtest! I started by creating a new enumerator that would allow me to create different “stages” of the pole vault. The first of these states is the “Ready” state that the player begins in. In this state, you can see a red line trace that shows where your pole is going to be planted. In the previous version, this was only visible when the player held down left click. Now, by pressing left click, the player “plants” their pole and enters the next state. Pole Vault Ready State Next is the “Planted” state. In this state, the player’s pole is anchored to wherever the line trace connected to when they entered the state. If the player moves too far away from the anchor point, they go back into the Ready state. But as the player moves closer to the anchor point, they move more slowly. This is to simulate the resistance of the pole “flexing” as the player moves closer...