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New and improved map (21st March)

  • Writer: Ben Nichols
    Ben Nichols
  • Mar 21, 2021
  • 2 min read

Since the last update, we’ve essentially had to restart the map. The issue was that we kept running into issues with symmetry especially when we tried to merge zone together, this issues came from the fact that the corridors and the rooms weren’t the same size which we thought they were. Eventually we decided to just restart the map and approaching building the level with the whole map in mind instead of looking at each zone as a separate element. To fix this I went about recreating the start zone and neutral corridors making sure that all elements were symmetrical I then made 15×15 boarder (measuring in rooms) to act as each zone and made sure that they all were aligned and symmetrical, this saved us huge amounts of time when adding in the zones as all we have to do now is make sure that the zones are aligned with the boarder to know that the zones will connect properly.

As shown above all zones are equal distance apart from the neutral zone and all have connecting corridors

This allows me to easily stitch the zones together later on as shown below.

As shown by the image above we’ve done a lot of work over the last sprint (two weeks), Sean has provided me with both blue zones and I have created the green zone and added in the Orange and Red zones that we made last sprint.

Overall from a level design perspective we have made great amounts of progress this sprint and we only have three more zones to add which should be completed by the end of this sprint (26th March) then we can start adding in the interior and traps into our level.

Overall progress for the game: With the game it’s self we have come across multiple issues this sprint. One of the big issues was with merge conflicts and that the ‘.meta’ was in the gitignore when it shouldn’t have been, this coursed issues with the level prefabs missing large chunks as Unity relies on meta files to tell engine where to place objects. Since we took out meta files from the gitignore, we cloned up the most up-to-date branch and everyone else just re-clone which help to stop the issue and we’ve been able to stop all the meta merge conflict now.

We ran our first build of the game yesterday and ran into some issues with the players not people able to see anything or move. This is the current issue that we’re facing though we are currently in contact with tech support to get this issue fixed. Outside of this though we should be proud as the game connects players (we tested with 4 players ) together and is able to move them from the intermission scene to the play scene

Performing as a group:

I am really proud of us as a group, we are all constantly working and in frequent communication with each other. No issue has gone un-announced or been pushed back, yes we have ran into multiple issues this sprint, but we’ve handled them as a group and in a very professional way. Overall I am super proud of the team.

 
 
 

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