Tuesday, 12 April 2016

Week 10


  • We created moving black blocks that kill the player on colliding with them so they must be avoided.
  • We added in a moving wall that pushes you off the edge.
  • Players could simply go behind the wall after it passes by and have no risk of it pushing them off the edge, we combated this by increasing the walls width massively so that players can’t go behind it
  • We added a moving coloured door that can be opened when a key is collected of that colour in exchange for consuming the key we matched this doors width with the moving walls’
  • Players figured out a secret shortcut where players were able to jump to a gap that was meant to be walled off in order to get a key early that you were supposed to get from completing a puzzle rendering the level to be finished immediately with barely any challenge.

Tuesday, 29 March 2016

Week 8

  • We made the ball open a specific level, the first level again when the player dies, however, we realised that this applied to the ball in every level once we started creating other levels e.g. dying in level 2 opened level one again, so we found in blueprint that you could get the current level and open it and changed it to that
  • We made it so that whenever you go below a certain height it would reload level one, however, after adding more levels we had to get the current level and reload the level that we got.

Tuesday, 15 March 2016

Week 6


  • We we’re struggling to create zelda style crates where they can’t rotate and moved a fixed distance.
  • We were able to code objects that move a fixed distance over time and then return to their starting position.
  • After some difficulty we got a scoreboard working.

Tuesday, 1 March 2016

Week 4


  • We we’re able to create coloured keys you can collect to open coloured doors, we also figured out how to get the amount of coloured keys you have displaying on a scoreboard.
  • We managed to create a portal object for going to the next level.
  • Originally we set a spawn point at the start of a level so that when you die you restart the level but keep your score and keys, this caused problems when players could get a key but be stuck but of restarting the level they’d kill themselves and keep the key so we changed it to when you die the level is completely restarted.

Tuesday, 16 February 2016

Week 2

We decided to scrap our original level presented in the design class as there were too many problems with it. Firstly,  we couldn’t limit wall jumping so that it works once on only one side of a wall once meaning that players could just spam jump on one wall and climb it easily. The level itself didn’t have any specific goal rendering it a sandbox rather than a challenge. Most changes we would want to add would cause us to have to reverse engineer the code and figure out where and how we could change something so building it from scratch would make it easier to understand.