Ferrous Team - Week 9


Completed this week:

  • Audio
    • Created a new win soundtrack for levels
    • Created more ambiance loops (ping/ background computer noises) and SFX.
  • Implemented
    • Added prefabs for pressure plate and wall-mounted buttons. you can change the activation conditions and what happens on activation.
    • Added new models, textures, and materials for wall parts that we can use to build the walls however we want.
    • Added new ping Sfx.
    • Added new level: EasierFirstLevel with 2 new puzzles focused on linked blocks and power blocks respectively.
    • Added the ability to respawn objects and the player
    • Added slope movement and adjusted magnetism, disabling gravity when a block is pushed
    • Fixed the bug where the player can continually pull the block into themselves and get pushed by it.
    • Adjusted script that makes blocks un-pullable while the player is touching them.
    • Fixed trigger box bugs in the tutorial
    • Adjusted movement
    • Added linked block level: with 3 new puzzles the maze puzzle, the platforming, and a simpler desync level explanation
    • Added tooltips script and added tooltips across levels
    • Adjusted some lighting issues.
    • Modified Power block textures.
    • Reworked Outlines to have multiple colored outlines that can show links better.
    • Reimplemented the Power block physics and fixed all previously discovered bugs associated with this mechanic.
    • Added Power clock level: with 2 puzzles the initial tutorial to Power block, and a more complex puzzle with 3 pairs of power blocks.
    • Rebuild the trigger system so that you can customize the input trigger and output to unlock the door
    • Added linked block cues to help players understand the reverse button better
    • Fixed small issues in the tutorial and first level, i.e. wall seams
  • Art:
    • Created Decorated Walls and conic button mesh. 
    • Modified Character animations for smoother movement.

Obstacles and/or Blockers:

  • Puzzle design for medium difficulty level was more complicated than we expected.
  • More time could have been prioritized for playtesting and level creation.

Important Discoveries:

  • Since our mechanics are pretty unexplained apart from tooltips, much of our focus for polishing in future iterations should be to help the player understand.

Next Steps:

  • Integrate props and other art assets.
  • Integrating all SFX.
  • Heavily playtesting to identify bugs.
  • More polish changes.

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