CAGD 495 - Stumble Sprint #6
During the Sprint Kickoff, some bugs accumulated in my bug board that were crucial to fix to gather good playtest data. So, fixing those was the first priority before developing new features to add to the game. The objective of the Sprint was to solidify the core game loop into a playable and loopable state and tackle the game's UI. So, one of the major problems with bugs was the inconsistency that the slap mechanic had; sometimes, it would work, and other times, it would execute differently than intended. To fix this, I had to understand how to use a SphereCast, which detects all Colliders within a sphere radius that is not a game object in Unity. This allowed us to detect all the players within the sphere radius and push them if they were in the radius. After implementing this, the slap became consistent, and players could push each other with no problem. Another bug was a prototyped mechanic that was not meant to be in the game; when the player dived, it would cancel the reset...