495 Advance Production
Leggy: The Miraculous Robotic Arm
Level Designer
Sprint 6
04/10-04/24
This sprint has its ups and downs. Multiple occasions occurred during the bug hunt, playtest, and GitHub. As I mentioned before, I don't understand GitHub. Still, my teammates, especially the lead and the producer, were a great help in guiding me with the consent updates based on scripts, providing better performance for Leggy mechanics, puzzles, and UI work, so that it would run smoothly before it reached the end. At first, it went well, but everything changed from this past Sunday to the last merge I did to the dev branch in GitHub. Tuesday comes around, and a new update relating to a new dev branch based on the original has complications. We had to merge for this new set-up to work for the latest version, and it had some complications for all the level designers within my knowledge. Most of the functionality of the scripts, materials, and mechanics wasn't working. As a suggestion, we had to delete the package and re-clone the repository for the new dev build version. Unfortunately, I received the bad news that my process in my branch has conflicts, which prevented it from being deleted within the latest version. For some reason, my bench got errors without me changing anything since Sunday night. I cannot do anything until this problem is solved before it becomes more complicated. Thankfully, I completed my levels before all this; I only needed to find a way to retrieve them for a new build for a playtest and the final.
The kickoff was a refresher from the previous meet-up on continuing to fix the puzzles for the playable playtest. While repairing my puzzle level, I would constantly playtest to figure out the issues before proceeding to the next step of the puzzle. I did find a bug that causes the game objects to increase in scale size every time Leggy interacts with them, and when letting go, the objects would either float in the air when released or get stuck near the claws. I had to confirm a solution: I had to leave the mesh, basket, and interactable to one scale while I could miss the mesh parent with the size. It also happened with Leggy, with the coordinates being zero, zero, and zero, no more or less, unless you want Leggy to function differently or cause issues. Another issue another level designer encountered was when Leggy grabbed the object in the hierarchy. We noticed it only caught the basket and the mesh but was not tag manager, which is the parent and causes the wrong information, which provides another issue by not calculating the score or the point when it reaches the goal zone. By the time we notified the programmer and the lead, all the level designers needed to pause everything to fix this issue, which it did. By the time I had reduced all the previous changes, I had put the new updated script and the new version of Leggy into the latest version. Everything worked; now all I have to add are the colliders to prevent the object from going through or any mishap happening when Leggy interacts, and it needs to open drawers one at a time.
Afterward, I started constructing the next puzzle level; I had to ask one of the level designers to send me the child's room prefabs to use as the foundation for my puzzle. I had an idea of doing a child-related puzzle for a board game of Jenga by making a hilarious and challenging situation for the player to interact with the puzzle to have strategic knowledge by knowing the right moves before the towers or blocks tremble and fall. In the original game, there are fifty-two blocks, which makes sense, considering it's supposed to look like a tower. Having the same concept but stacking all fifty-two was an issue. It caused me to tremble and disassemble to fall every time I activated the game. I had to minimize to less than twenty for a better result without causing me to react like an earthquake had occurred. To make the goal zone functional, I had to apply a collider on top so the player could have the chance to build without being interrupted by a single touch. In conclusion, after finishing both puzzle levels for the new build, although an unfortunate event occurred with GitHub, I need to wait until all my effort is saved, functional, and usable for future playtests.
Sprint 5
03/27-04/10
Sprint 4
03/06-03/27
This sprint was the most unusual one because it has been unable to build for any playtest. It is likely to have a paper playtest from previous projects before the electronic build. As I mentioned during the last sprint, I had to make the man behind the current playtest and receive feedback from my level to understand how others suggest changes for the better. Yet, it lacks the functionality spectrum. I had to prioritize other tasks involving modeling related to my level designs.
The kickoff was a reminder of playtesting and getting feedback to understand the process so that others can functionally play it without any hassle. I just needed two other players to test within the major to better understand whether this was as fun and challenging as the first-level puzzle in the game. In summary, explaining how happiness works when gained/drained is needed. Consider adding a preview outline when placing tools. Maybe allow a limited "undo" option rather than instant happiness loss. Consider adding a timer or anything to make it more challenging and fun. These were suggestions that needed improvements in the engine, which I just got the green light for in this upcoming sprint. Hopefully, there will be no issues with the process functionality because its due date is approaching.
Meanwhile, I need to be occupied. I considered modeling and textures and importing them into Unity under prefabs for easy access. While modeling the blocks for the Jenga puzzle, I wanted to create two blocks representing either new or overly used, as if the child from the game was using them for something else. I had to explain this to the lead and producer as I imagined utilizing them in the puzzle by differentiating their azure collision during the gameplay. Making them vibrate, making them hard to handle while placing them, or making them easy to knock over with the tiniest touch can demolish the tower, which I thought might make the game a little bit interesting with the combination of fun and challenge to let the player gain happiness points while creating during the process. Approve to process with my idea; while UVing, I made the mistake of randomizing the spot on the grid, not realizing it affects the textures in Painter Substance of creating some of the blocks horizontally and vertically. This process only affected it if I wanted to add a wood material, which didn't make any sense, so I had to go back and fix it on the second round when fixing the textures related to the style guide of making them pastel wood material. As for the results. As I mentioned, I separated materials relating to one from the reference and the other from the style guide. I had to make these materials into a 512x512 size for the aesthetic of being pixelated. In doing so, I had to follow along a reference from the lead example, and hopefully, I did it right so I don't do it again with the lack of knowledge, but now I understand it by using Photoshop. I would never have noticed. Lastly, I applied them in Unity and into their prefabs to better understand the construction process and added them without confusion. For the other task, I was also assigned to include all the wrenches of all sizes in the prefabs.
I learned something new in ways I wouldn't acknowledge until I needed the method for future projects. In addition, I want to playtest all my level puzzles before the very end of this semester.
Sprint 3
02/20-03/06


Sprint 2
02/08-02/20
Sprint 1
01/28-02/08
I appreciate being a level designer at Leggy the Robot Arm. If my teammates want me to work on other tasks besides level design, I would gladly multitask within the team. At first, I was confused about the vision of this unique game by having the player as just a robotic arm, until the lead designer's excellent communication relating the discussion concerning the level designers being the narrators for the story progress based on the puzzle-solving.
This Sprint One kickoff was unfairly different from any previous projects. As one big group of eleven team members, we introduced ourselves and got a heads-up on the future process of creating this game. Only three members are level designers, which we group to come up for the first level or set in the Father's Garage. As a team, we devised an annotated map of the garage interior, the ARL of the props needed, and puzzle ideas. To continue with early progress, we had to communicate with the lead designer and producer for access to the green light. Unfortunately, we didn't start until the following stand-up when we got our tasks.
I was tasked with creating the first puzzle, or the archetype one, and picked the Father's task to Tool Organize on the workbench. I started to have a proposition of how this level of design can be applied and managed as Leggy solves this puzzle without any other objects than just picking up tools from the pile and dropping them into their designated area inside the tool chest. I suggested some UI ideas, dialogue interaction ideas, and milestones. Some were approved, while some weren't because of a lack of game vision. I created the annotated map and the block-out of the setting. All I have to wait for is the loop mechanics work so I can playtest my level before adding it to the electronic prototype.
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