CAGD 470 - LockedIn Sprint #6

 During the sprint kickoff, the main objective was to polish enemies further and start making them work with the other features implemented in the game. So, a couple of points were the jumpscare, a watcher vision fix because it had some inconsistencies with the player looking at it, and finally, adding an enemy item drop when killed.


I started by tackling what I considered one of the most challenging features to fix. I started by identifying the problem. At first, I thought it would be a problem with the vision detection; however, the problem was in the state machine, and there was an error in the prioritization of each state. After tweaking the code, I realized that the problem was more in-depth in Rage mode, which was taking priority over all roles even when it lost the player in sight. With this taken into account, I could fix the issue, and it was now working as intended.



After working with the watcher, it was time to address another missing feature: nothing was dropped when the player killed an enemy. This feature needed to be implemented to allow the crafting in the game to work. So, I started by developing the death drop feature. I needed to know precisely what the designer wanted in this feature. After a short meeting, I had all the information I needed to develop the feature. The designer needed a random generator between two variables and also to choose between a list of possible material prefabs. So, with that In mind and having the modular death previously implemented, it was easy to hook onto any enemy.



With this feature done, I started looking at something essential that was missing from our game, which was the main menu. After talking to the producer, we realized that we didn’t have cards for this, so I made it an essential part of our sprint. So, I started developing it; there was a wireframe in the GDD that I could take advantage of; however, after talking to the designer, we modified it and adjusted it to fit the game feel. I also took the chance to add it to the settings menu. So, with all that discussed, I started developing it and incorporating new sprites into the game and a new Logo.  This was the menu for Locked In:



I wanted to add some additions I’d never done before, such as resolution configuration, which meant doing full screen, windowed, and borderless, as well as changing the resolution to the user’s liking.


With that in place, I started working on one of the final feature implementations of the game, which was jumpscares. The game needed a way to scare the user, and out of all the enemies, I chose the watcher since it's an enemy that attacks the player from the back, giving the watcher more freedom to do a jump scare. I decided to make the Jumpscare in the UI, and after spending some time rendering the watcher and editing the graphics in Photoshop, I got two pieces and animated them in the game engine for a quick jump scare.



Overall, this sprint went fantastic; some unseen hurdles, like the main menu, needed to be implemented during this sprint. So I spent some unseen time there. However, it was necessary, and I added the resolution and window selection, which I’ve never previously implemented. My performance on this sprint could have been better, but it turned out remarkably well out of everything I had developed. With this sprint done, we have a clear view of the finish line, and we are ready to start the final sprint for Locked In.


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