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Project Light: QA Week 1 [11/13 ~ 11/20]

yhawhwa

Studio Meeting - QA Week 2

  • Studio Meeting: Studio-wide announcements. We also went through winter studio production pitches. Following are the pitches:

    1. Project Cube (Cubism): VR game revolves around building with different cubes.

    2. Project Drift (Hyper Light Drifter): Top-Down drifter game. Players have two types of weapons and can dash around, killing monsters.

    3. Project Depth (Spelunky): Detailed game focusing on "correctness." The player should be able to block arrows...etc. The scope is a big large.

    4. Project Aqua (Insaniquarium): Pet game with different encounters.

  • Project Meeting: Went through what the team had done for the past week and assigned new tasks for the next. This week is mainly about bug fixing.

Note on This Week's Blog Post

As we are going into the last few weeks of the production, there are no more feature adds. The whole team had all of our hands-on bug fixings. Furthermore, the studio has thanksgiving week off. For this reason, this week's blog post will be relatively short and only include a week. For the main part, I'll go through several bug-fixing processes.


Bug Fixing


System can occupy ladder room / 2 tiled rooms: To fix this bug, I just had to add more constraints to the RoomHighlight.cs script so that the shop item will ignore the ladder rooms and the 1-by-2 tiled rooms.

Crew Shop Button not Initialized: This was a very hard bug to fix. The cause of the bug was unrelated to the shop button itself. It was a null reference exception from the tutorial system that caused it. Since nothing runs after the null reference exception, the buttons never initialized.


System does not Spawn in First Encounter: This was a similar problem to the "crew shop button not initialized," but this time, it was in the combat scene. The highlight of the tutorial was not assigned, so the systems were never spawned.


Weapons / Crew from previous shops cannot be refunded: I almost needed to build a whole new system. The original refunding method was comparing the item tag to the shop's tag, then refunding according to the shop button's price tag. Since the design team wanted the system/crew from previous encounters to be able to be refunded, I had to somehow transfer the "buy-in cost" across encounters. I had to change how we stored data to allow this to happen.


Changing Filter Restock Systems: Previously, the buttons were "respawned" whenever a filter was chosen. This was not a good idea because there was no way to track the stock of the items. To fix this bug, I had to refactor the system, so instead of deleting the buttons, I disabled them.


Shield doesn't recharge: Sciptable-Object was not initialized correctly, there were some null references in the inspector, and "normal shield's" boolean fields were not selected correctly.


Made virtual cursor invisible: Changed the alpha. Yes. It was that simple.


Can drag multiple items: There was no easy way around this since the drag n' drop system uses Unity trigger, which will grab everything that overlaps the collider. I added a "acknowledge system" or simplified monitor (from multi-thread programming) to grab only one object at a time.


Adjusted Camera in Combat Scene: Changed the camera's size and adjusted the enemy's viewport so everything fits on the screen.


Better Tooltip System

This was a minor upgrade but a nice one. The old tooltip system has this problem of displaying itself at the center of the screen and quickly teleporting to the player's cursor. It's very jarring. I decided to work on this a bit and produced a much better tooltip system that only displays the tooltip when it is on the cursor.


Playtests


Work Session


Blog Post


Timesheet

Task

Time Spent (hours)

Studio Meeting

2

Bug Fixing

5

Better Tooltip System

1

Playtests

2

Work Session

4

Blog Post

1


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