So once everything was completed, all that was left to do was putting all the assets together. Here were the results of the team's labor:
Level 1 worked fine, the only problem being the players scale. The goals I set out to achieve in this level worked as intended. However the art seemed pretty bare for the most part in this level.
Level 2 took allot longer to develop, but is one of the neater looking levels. Platforms as well as the scale of the player had to be changed to accommodate for controls, but overall the level turned out to be one of the best functionally. Artwise everything worked as intended, but it did make clear that the background art didn't really fit the project perfectly.
Level 3 took allot of work to get right, with allot of platforms resized, and even then the level wasnt perfect, however the goals set out by the level were achieved. Art wise it has the same issues as the last level. The camera was the main issue, as the player had to be scaled down, the camera ended up making one of the jumps incredibly difficult, and there was unable to be fixed in time.
Level 3 was a much simpler level, with only modifications to the player and some of the platforms' length being required. It was also the quickest one to set up the art in.
Finally the boss level was hardly changed from its demo version. Platforms were attempted to be added to the battle area, but they caused issues with the A.I. so they were removed. Art wise its rather unfortunate the player cant see it all, because its probably the best looking level of them all in my opinion. Probably the only issue on that front is the lack of an entrance.
And this marks the end of the Scott V Goth project and my contributions too it. All I had to do from here was make sure the game worked and upload it....this took longer than expected because of problems with source tree, but it all turned out well in the end.





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