Delve 7th May - Saturday!
Today was the last day we are able to work on Delve.
Me, Sam and Ben came up to the studio and starting looking for bugs and any last minute changes that needed to happen. There was a bug with the player prefs, when the player switched scenes, they would not keep some of their stats, specifically their scrap count. This was pretty simple, for some reason I was setting the scrap count to zero when the player switched scene, I must have forgotten to take this out of the scene change script.
This now means that upgrades and currency are 100% transferable from scene to scene. Which is a nice place to be in.Â
Me and Sam decided to try and sort out this jumping bug. We opened the script and started re writing the jump system. We set it so that there player has a bool that will set true if they are on the floor, then that will turn off when the player jumps, but this was occasionally not turning back on.Â
It turns out that when the player was stood on tall walls, the recast couldnât find the floor beneath the player, as it couldnât reach the middle of the object we were recasting to, and thus, not flagging the bool to true. This was a simple fix that didnât really require much code change. We just had to make the floors thinner and put a new wall beneath that actual floor âtileâ.
We still needed the game to actually end when you kill the final boss. So I came up with the idea that, staying true to out initial concept, when you kill the boss, after a certain amount of time, the floor will destroy and you will fall and trigger the credits scene. This really wasnât too hard to implement at all. I went into the SlimeBoss script, in the method that handles his health, told it to set a game object active when he died. That game object has a timer on it, and an array filled with the floor tiles. After the time is up, the floor tiles delete, the player falls and hits a collider that switched to the credits scene.
And there it is! Delve is finished. It has been a long hard journey, but I am so proud of what we have accomplished. We have had some issues with team members not necessarily pulling their weight, but I guess that is what comes with group work in first year. I am really looking forward to next years project, especially now that I am feeling more comfortable with C#.














