Casual Testing & Slight Adjustments


With the project coming to a close i decided to take this week to tweak and fine tune where ever i could. One of the first things that i wanted to tweak was the overall speed of the vehicle, the reasoning behind this was when i have been doing my casual play testing people have mentioned the fact that the vehicle was a lot slower than what they had anticipated it be, specifically with it being a hover car. To increase the speed all i  needed to do was go back into my player controller and change the "add force variable" that i had created.




The second thing that i had done is utilise the whole map and scatter pickups over the map i made sure that when i scattered the pickups that where they were places made sense, for example to boost picks were always available just before a long straight stretch of road so that the player doesn't loose control trying to boost around corners etc.




As well as this i jumped back into particle effects this time for a effect for the back of the vehicle when it is using a boost. I created a low poly cartoonish effect which is hooked up to a variable so it only plays when the player is boosting.

Lastly this week i had tried some more causal play testing with friends to see what i could change last minute or areas i could improve in later projects. One of the things mentioned was that there was not too much indication for when the player had missed a gold, silver or bronze time mark. This is something that i am going to look into next week.

- JLP






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