Tuesday, November 10, 2015

Week 9: End in Sight

The game is starting to wrap up in preparation for our final pitch in a few weeks. We have brought together all our necessary features and the bugs are being squashed.

One particularly stubborn bug on my end, lighting showing up on the map, has finally been fixed. Last week I got a shader to remove the lighting, but it distorted the colors of various props. Nothing seemed to work. Fixing the colors caused the lighting to return while removing the lighting would just re-break the colors. At one point I had even removed some colors and rendered them as just white with a black outline. My final solution ended up being a simple one, instead of trying to keep the map's normal colors I applied a color filter to the whole thing. I gave it a sepia tone to look more like an old, faded paper map. The color issues were masked and the lighting was completely removed.

I also fixed another bugs related to entering buildings, where the mask applied to the player camera also applied to the map. My last change directly to the map was adding and removing specific structures from the map. This is to give the player something to find and keep track of with their markers.

Onto the markers themselves, I have completed their final iteration for the time being. I would have liked to do more, but fixing the maps bugs was more important since the markers at least worked as intended, they just lacked extra functionality. Some of my original goals are in place, but the rest has been put on hold. If was are chosen to continue development after our final pitch, I will give the markers the full functionality they deserve.

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