8.8-8.21 Midterm Defense/Optimize Wind Field, Jump, Drag/Destructible Walls/Levels

8.8 Supernova Midterm Defense: Summary of Judge Feedback/Optimize Jump and Wind Field

  1. Levels should focus on reflecting the relationship between the two players, especially when using the rope for puzzle-solving. The two players can't just each play their own game.
  2. The jump cooldown and wind field visual effects need adjustments. Jumping doesn't need a built-in cooldown; just use gravity to create a physically accurate sense of falling. The wind field feels a bit stiff with characters going straight up.
  3. The physics properties in the game are already sufficient; focus on designing the levels carefully.

Follow-up plan: 8.8-8.20 (submit PPT and game on the 20th and 21st), 9 working days, 13 days including weekends.

Spend 1 day implementing simple foot IK, 1-2 days implementing scene destruction effects(delayed beyond schedule, actually took 3 days). 4-6 days (2+2+2) implementing levels, 2 days modifying jump/wind field/drag character animation effects. After levels are completed, 1 day implementing title screen/main menu/Human Fall Flat-style save system, 1 day implementing sound effects.

Pre-optimization effect:

Single jump:

优化前-单次跳跃.mp4

Post-optimization effect:

Jump (continuous jumping while walking/continuous jumping while running)

屏幕录制 2024-08-08 163642.mp4

Wind field - single rise and fall

屏幕录制 2024-08-08 163835.mp4

Wind field - airborne

无标题视频 (4).mp4