Week 9

This week, two of our teammates were off for GDC and we kept working on making new acts for our level as well as iterating on the previously made acts in terms of gameplay.

We implemented a dialogue system that helped our narrative designer to add dialogues into the gameplay which can tell the story to the player.


  • Gameplay:
    • Finished the falling bridge in Act 5.
    • Implemented the dialogue system, including three kinds of dialogues.
    • Fixed the position switch ability – targeting & height bugs.
    • Updated the status machine for the character.
    • Implemented the new ability acquisition in Act 4. 
    • Fixed some bugs – dash direction, AOE location.
  • Combat and Enemy Design:
    • Added more water skills to enemies according to suggestions. Worked with the VFX team to create a magic water bubble skill that the boss enemy uses.
  • We finished blocking out Act 5, and started to block out Acts 6-8
  • We started to design puzzle in Act 2 and making changes based on the puzzle requirement.
  • We worked on Act 4 to make sure that the player went down to the statues where they had to solve the puzzle. For this, we decided to add stairs that lead downwards.
  • We made changes to the composition in Act 4 as mentioned by our SME last week. 
  • We set up level streaming to improve artists’ work efficiency.

  • Along with the artists, we decided on how to make the level feel magical and showed the plan to our instructors and SME.
  • We decided that we need to make the environment, dialogues and VFX convey the story that we want to tell.
  • We decided on implementing the following things in terms of VFX:
  • We started thinking about what we should prepare for testing on playtest day which is supposed to be on April 6th.

Problems –

  • Making the enemy work with the VFX smoothly

  • Plan for playtest day and decide a list of things that we need to nest with the players.
  • Make and add an appropriate skybox for conveying the feel of the level.
  • Implement the puzzle in Act 2.
  • Implement an interaction in Act 6 before boss fight.