Friday, May 20, 2016

Day 5: Ultra-Playtesting Deluxe

Had our first successful playtest of the semester! Getting data was a cinch this time, and we got plenty of helpful input.

At first we were stretched for tasks to work on, but there's a variety of little things gone wrong. Ley Line Generators seemed to stick nodes out of the ground when putting them in was the ideal case. Bridge projectiles didn't work, but it was mainly a case of actor checking and use to prevent null actors.

As for an interesting component, one of the producers had me optimize and create a C++ version of a spinning wheel:


As for work tonight, I'll probably be working on the DirectX terrain project and getting some helper classes in for FPS measurement and terrain zone classes.

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