Friday, April 10, 2015

Behold, the Power of the Cube

Now is the time for level fixing. As I mentioned in an earlier post, when we originally designed the levels all of the players were on top of each other. After deciding to stagger the players' x positions, their notes needed to be moved as well (to keep them in sync with the music).

To fix the levels quickly, we just moved the notes up or down to make them fit with the existing level. But what we really needed was redesigned parts of the levels to make note placement look/feel intentional with the rest of the level assets. This week I focused on changing parts of the level Bass Heavy to better accommodate the yellow (bass) track.

I also changed the colors of bounce buttons on the level A Little Movement. Initially, the level had three music tracks instead of the four that we use per level now. I had to move things around and fix the colors to make sure yellow was bass, blue was drums, green was rhythm, and purple was lead.

In other news, a big visual change to the game happened this week. Alan made up a new model for something to slide under. It looks something like this:


This is not the actual model, but it's very similar to this rubix cube. Instead of being different colors, it's different shades of red. Individual cubes spin around creating a wave-like effect for the object. I like the asset for now, but I'm not sure if it will stay in the game. The corners of the cube cause extra player deaths and making it smaller loses too much detail when we zoom the camera out. We'll probably have to come up with a round-ish model instead for this particular asset.

Maybe something with a little less detail would be nice too. Scale is our greatest difficulty with creating artwork for our game: The drastic camera movements make it so that we can't have much detail at all. Large, simple assets are best. But I prefer scales issues caused by the camera over split screen on multiplayer. We made the right choice there!

That's all for this post. Toodaloo.


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