Ok, cave issue solved, I got confused on were they were because I was viewing the wrong version.
Scott tried are game out and through him I noticed some issues. After level point D there were some points were the player could not jump too, I don't know exactly were but I know that the geode seemed too big to even jump through. Ill make it to the shape but I think it should be shrunk down.
He also said that you don't know when you reach a check point although I don't think that is a problem because I think they should be unknown to the player till they re spawn there, or maybe I'm wrong on that one. The controls he thinks should be space for jump, S or SHIFT to fire, and D to dismount because those felt most natural. Phil has version 27 because he wanted to write a more through review for his portfolio and was making a flier for game testing.
Tuesday, August 11, 2009
Subscribe to:
Post Comments (Atom)
The player is not supposed to be able to jump into the geode cave. They have to fly in with a Pterodactyl, (not currently in place). We had mentioned, (a bit) before about some sort of visual for the checkpoints. I think even if we don't have anything to represent their space, the respawn will be a nice "favor" to the player.
ReplyDeleteI don't know if it's necessary for the player to know where the check points are. The poeple I've tested had no problem not knowing and saw them as kind of a pleasant surprise.
ReplyDeleteWhile our levels are a decent length they are not as long as say, a Sonic level, which has obvious check points. Considering the length of our level obvious checkpoints may just be superfluous at this point. XD