4/2 - 4/16
Time Summary: 13 hours
Studio Meetings: 4 hours
Tuning: 9 hours
Debugging
Verticality and Stairs
Before this last stretch in our iteration process, the stairs of ships had a few issues reguarding their colliders. One top of this, the player would simple eslide up or down the stairs, and it would look awkward since there was no animation playing until the player hit buttons to make them walk. Therefore, I went in a tuned up the box colliders as well as took away play controls as they went up the stairs, then triggering the walk animation.
Encounter Fixes
There were a few issues with the encounter system, one being that the player could shoot while paused and the arena fire would spawn. This was a fairly easy fix, as I simply needed to turn off all player abilities while the encounter was beginning, then turn it back on. Another issue was that the 2nd and addition wave encounter enemies were not moving. In addition to this I needed to add in spawn animations for these enemies. Both were a fairly easy fix. The enemies not moving was due to an issue in the enemy controller script where the first loop in their update function they were not able to remember which animator they had set to them. I simply fixed this by saying if the animator was set to null, reset it, which fixed all of the issues. Then the spawning animation was done in a similar fashion that the enemy death animation was.
Boss 2
The Boss 2 health bar and post animatic weren't showing up at the start of the week. However, it was a farely easy fix as I realized the designer may have missed a step in setting it up. This was the case as they left the "Boss Health" serialized field empty as well the as the "Post Battle Cutscene".
Tile Tearing
There was a huge issue with tile tearing in the tutorial scene. I probably searched online for 2-3 hours looking for a solution to this, and found solutions such as using Cinemachine Pixel Perfect, creating a Sprite Atlas, playing around with grid snap. Unfortunately, none of these solutions worked, and I determined it had to be a precision issue within the sprites themselves. Therefore, I change the grid size of the tutorial from 1x1 to 0.995x0.995. I wish I could have found a better solution, but with only a few days left until the code freeze, I decided it was best to do what worked so I could focus my efforts on other tasks.
Concluding Thoughts
I'm so happy I got to take on this opportunity with WolvSoft Studios and am excited to take on the Programming Lead position this summer for our next project!