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alekhyar2511 avatar asianintel avatar athanggupte avatar deep0307 avatar qaiisusc avatar qaisusc avatar smdp2000 avatar

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cs-526-game-project's Issues

Support both Spacebar and Up key for Jump action

Based on feedback, suggestions and observations of multiple play-testers, the current keymapping of A-D or Left-Right for movement and Spacebar for jump is quite difficult to use with the mouse for aiming especially for those not accustomed to first-person shooter games.

One suggestion from some of these players is to allow the use of Up key or W key for the jump action.

Hard Level Design

As discussed in the standup meeting, hard levels should take at least 90+ seconds to complete for a speedrunner. We can use this issue to keep a master list of tricks and traps we can add to the hard levels.

Patrolling Enemy moves right indefinitely

At the start of a scene, the patrolling enemy will continue to go right indefinitely. Instead, it should go right until it hits the radius of its defined perimeter and come back. It might also be better for it to turn back if there is no active tile ahead.

Bomb effect not apparent - explodes tiles or changes color

Most players find it difficult to understand if the color bomb explodes the tiles into nothing or changes color. They mostly think its the first and do not have enough context or visual feedback to suggest otherwise.

Proposed fixes:

  1. Change the bomb flash to something like a splash to make the bomb feel more like a paint ball than an explosive
  2. Design the tutorial level in such a way that the effect of the color bomb becomes very recognizable.
  3. If the issue still persists, then add some text in the tutorial to explain the effect.

Make Bomb enemy reveal its identity periodically

Currently there is no way for the player to know if a tile is bomb or a tile. Make the bomb enemy reveal its identity once every few seconds so that players can make informed decisions about avoiding or touching the bomb.

Please check and update issues regularly

We can utilize the GitHub issues to systematically manage our tasks.

This can be seen by the public so it will also be a nice formal way of showing involvement and task assignments and completion to the TAs and graders.

I have also enabled the GitHub webhook for notifying the discord channel "#github-updates" or any pushes, pull requests, issues, issue comments, stars and watchers on this repository.

Some custom labels have also been created for communicating the Priority of each issue - High, Med, Low.

The current milestone "Alpha Build" has been added with a description of our imminent goals.

Destroy star after collecting it

Owner: @AsianIntel

The star does not disappear after it is collected. This leads to the idea that it is not interactable. You can destroy it upon interaction.
Use can use the ColorBomb script for reference.

Periodically send analytics data during gameplay

Currently the analytics data is sent to the database in bulk per level playthrough upon reaching the end goal. However, if the levels are difficult and the player does not complete them then the playthrough analytics won't be sent, and we won't have correct data to work with.

Options:

  1. Timed coroutine that periodically flushes the DataCollector data every few seconds.
  2. Wait for certain number of user actions before flushing the data
  3. Manually set checkpoints (invisible to the player) where the data will be flushed
  4. Continuously stream the data (not suitable for REST API; more feasible for SocketIO or similar)

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