Split Technical Fixes Update - 5


This update was focused on fixing bugs and general errors in the game. 'Mobile Mode' was not working well with the velocity movement, so that functionality had to be removed while it is reviewed and fixed. Otherwise the switching between character types was improved and the art was redone. I simplified the art because I feel as though it needs to stay simple until I get a real artist. Trying to make it realistic was only detracting from the prototype itself. The character switching triggers are now set to run on a timer, so the player can go back and re-trigger the areas, which helps with the player getting stuck in a certain emotion. The plan for the next sprint is to introduce an upgrade/ability swapping system. This will allow for more ability concepts to be added in as systems in the game for testing. The main ideas I learned from this sprint were:

  • Developing mechanics and systems too hastily can lead to delayed development because you are fixing those systems. Sometimes re-evaluation of the value of a task is necessary in development.
  • The art doesn't need to be a masterpiece yet. My main focuses are development and design within. Any art that I am focusing my time and energy on should be UI art and not in game (yet).
  • Complex systems are difficult to translate to multiple input/device types. Integration into these modes should happen as a process, rather than in one sweep.

Overall, I feel like addressing technical debt needed to happen, and I need to plan better and use my time better to avoid having to fix issues. I can't rush development, but I can give my all while I do it, so I need to focus on perfecting systems and then moving on to the next task.

This update was finished and published on 11/07/2024.

Files

SplitWebGLBuild.zip Play in browser
14 days ago
SplitBuild.zip 47 MB
14 days ago

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