This is the Dev Blog of EECS494 P3 Studio 1 on data 2024/11/18:
a. What's new?
UI part: Adding hovering text onto the Tool and Things button, indicating what usage of each item is. A Minimap on the up-right corner can show player's rotation and surrounding environment. By clicking the Minimap, the player can get into a bigger Map that includes the whole world, in which player can teleport to checkpoints reached before. After new item got, a display canvas will appear.
Building Mechanism part: Totally change the car-building logic, now the car can be rebuilt anywhere during playing, and the car information will be always stored. The Retry button can help you go back to the last checkpoint reached, and help you face the next level challenge. The breaking mechanism is added to the game so that the player can't always do dangerous tries, since once the car is broken, player are only able to retry, but not rebuild.
Level Design changes: Largely shrink the plot and make it more level-based, the new tools are given separately and will immediately face levels that serve as tutorial levels to teach how to use this new tool, levels in the volcano are implemented with more innovative challenges, need player to make full use of the tools, Rebuild-anywhere mechanism. More adventures are built with Blender modeling.
Tool Logic change: The rocket now has fuel system, enabling the player only to use it for a limited time, so player will be more cautious when using rockets, cool particle effects are added.
b. What's the motivation?
For the UI part, players feel confused about the motor wheel and rotation wheel, so we separate its getting line to make it more understandable. Also, A hovering text can help player remember or memorize what is what. The Minimap system and the checkpoint system serves as the save game system, for player who want to retry some prior levels or get out of some deadlock. The rebuild-anywhere system is added to help player make more decisions, like in a 90 degree turn, player can rebuild their wheels' angle to make a nice play try. But the breaking mechanism is added, to avoid player be too confident about the rebuild-anywhere system to make some unreasonable try and moves, which is avoiding the level design's intension. The volcano map is revised to have clear level design, with different challenges for player to try. Plot are deleted to avoid players get tired watching so much blend words. Rockets are changed so that they can be used only for a limited duration, which aligns with common sense and add some difficulty to players' choice making. The map are totally remake to make a clearer linear experience. Our project is heading for a level-based sandbox game, rather than last week's totally free sandbox mode, we make it more level-based, which is also our final direction.
c. What's next? We will add some more sub-assignments with some easy and funny topic, like carrying some NPCs to do some job, and also we will add more tools for use. We prepare to add some NPCs next week and add a first boss fight into the game, and also add music and a nice starting scene.