cs-526-game-project's People
cs-526-game-project's Issues
Display current ColorBomb color
After collecting the color bomb pick-up it can get confusing what color bomb we have.
Color mixing on particular platforms
When multiple tiles of different colors are present in the same location, their colors combine together into another color.
Camera Improvements
Camera movement should be more intuitive to all types of players
Add analytics metric to track if players actually prefer using Up or W key over Spacebar
Depends on #45
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.
Mismatch in Color Bomb flash size and actual effect size
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:
- Change the bomb flash to something like a splash to make the bomb feel more like a paint ball than an explosive
- Design the tutorial level in such a way that the effect of the color bomb becomes very recognizable.
- If the issue still persists, then add some text in the tutorial to explain the effect.
Improve Jump
Based on feedback from the TA, and the play-testers. The jump feels a bit weird.
- it's too high
- its not apparent if we'll make it up a platform or not
Reference links for designing a better jump -
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.
Bomb Enemy displays incorrect color upon turning into a Color Bomb
The red bomb enemy displays red color sprite even after turning into a yellow color 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.
Platform tiles should remain white in all color states
As decided in our discussion, platform tiles should remain white regardless of which color state the player is in, allowing us to inform the user of guaranteed safe tiles.
Add a restart button
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:
- Timed coroutine that periodically flushes the
DataCollector
data every few seconds. - Wait for certain number of user actions before flushing the data
- Manually set checkpoints (invisible to the player) where the data will be flushed
- Continuously stream the data (not suitable for REST API; more feasible for SocketIO or similar)
Inform player if they have no color bomb
Show a UI message if the player does not have a color bomb and they're clicking the left button
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