Open AbubakarBunamay opened 10 months ago
Issue Title: Crouch Leave Game
Issue Description:
This works with or without the player clipping through the floor. the player after crouching multiple times or at the right angle is able to clip through the ground completely get out of the game and continue falling through the map.
Room/Environment:
Maze right before the Map room
Version:
Build 5
Expected Behavior:
The player should not be clipping through the ground floor
Actual Behavior:
The player is clipping through the ground floor
Screenshots/Attachments:
https://github.com/AbubakarBunamay/moraveil/assets/90357953/fe991f95-9d72-49f3-bc57-e5cc458be3c8
Issue Title: Entity hit box to big
Issue Description:
the player is able to get the entity attention but when the player is at a considerable distance it still affects the player
Room/Environment: First Room and Water Room
Version:
Build 5
Expected Behavior:
the player should still be able to get away from the entity if they are a considerable distance away
Actual Behavior:
when getting the entity's attention the entity can attack the player in certain parts of the area
Screenshots/Attachments:
https://github.com/AbubakarBunamay/moraveil/assets/90357953/48292e4c-6b72-47f8-88e5-73cd182b2d47
https://github.com/AbubakarBunamay/moraveil/assets/90357953/66a44cc8-e653-4451-8ba2-b0e9e81bfb2e
Issue Title: Mushroom Gravity
Issue Description:
When going down from the mushrooms After the water room are still a little difficult to go through the speed is still a little fast on certain mushrooms leading the player to fall faster than usual
Room/Environment:
After the water room
Version:
Build 5
Expected Behavior:
the player should be able to fall at a normal speed
Actual Behavior:
the player is still falling a little fast when going down and landing on the mushrooms
Screenshots/Attachments:
https://github.com/AbubakarBunamay/moraveil/assets/90357953/e51c5c8b-aad8-420a-acc6-a312af74ebae
Issue Title: Double Jumping
Issue Description:
The player is still capable of double jumping on certain parts of the map.
Room/Environment:
Not really in a specific room but was discovered in the first room
Version:
Build 5
Expected Behavior:
the player should not be able to double jump
Actual Behavior:
by timing it right the player can double jump
Screenshots/Attachments:
https://github.com/AbubakarBunamay/moraveil/assets/90357953/b9f9805a-f244-482f-ab4a-0ded94376f0e
Issue Title: Mural Clipping
Issue Description:
the player can clip through the wall and the mural
Room/Environment:
First room
Version:
Build 5
Expected Behavior:
the player should not be clipping through walls or objects
Actual Behavior:
The player is clipping through the mural wall
Screenshots/Attachments:
https://github.com/AbubakarBunamay/moraveil/assets/90357953/c64a6c7b-8e3c-4cd5-b1ed-ccf0f74e854d
Issue Title: Player = Groundhog?
Issue Description: After making contact with Enity and being stunned, the player's field of view may be stuck below the ground. I discovered this by accident, and the condition to reach it is that the player happens to be hiding next to a traversable model when they are spotted by Entity. I'm not sure if this is similar in principle to the problem Sam found with Crouch Leave Game.
Room/Environment: Room1-2 This one seems to depend on the terrain, I found it in the room where I first encountered Entity.
Version: Build 5
Expected Behavior: The viewport height is not changing.
https://github.com/AbubakarBunamay/moraveil/assets/61778468/6c71e5b8-3e60-4422-918c-8b913d733161
Issue Title: Hollow Pillar
Issue Description. When going through the pillars in a level, the player will find that some pillars are hollow and some are not. If the player draws Entity to the pillar and hides inside... I don't know what happens, but it's something to be aware of.
Room/Environment. All/Crystal Room (Video)
Version. Build 5
Expected Behavior. Pillars are solid.
https://github.com/AbubakarBunamay/moraveil/assets/61778468/b85490c5-f936-43e6-a4a8-86e3daf280f0
Issue Title: Background Music Trigger Points (UX)
Issue Description. During play, the trigger points for changing the soundtrack sometimes startled me. Besides the fact that the trigger point doesn't have a clear sense of "theme change", more importantly, the transition feels very hard, as if the previous song is still dancing in front of me, and the next one can't wait any longer, and chooses to rush up and push down the "song" that's taking over its stage. It chose to rush up and push the "song" that had taken over its stage. The soundtracks created by the music team are very nice tunes, and I'm sure players will want to play the game while having a comfortable listening experience.
Room/Environment. All/when switching rooms
Version. Build 5
Issue Title: About the Mushroom Setting (UX)
Issue Description. I've reviewed the feedback on mushrooms, and the general opinion is that they fall very fast at the mushroom channel. This problem persisted after Abubakar tweaked the speed settings a few times. I think that adding gravity to the character would be a solution, but it should be noted that players (or testers) expect the feedback here to be "different" because of the change in environment (ground - top of the mushrooms), and not for the game as a whole. In fact, the character's descent speed when jumping is basically fine (since movement speed is needed relative to other actions, for the sake of rigor, I'd have to say it's basically fine ;) ). I think we could try to add some definition to mushrooms to round out the experience in the mushroom environment. Not only falling mushroom passages, but rooms with huge mushrooms need to be considered as well.
In the original concept, a mushroom was a bouncing object. We could remove the "bouncing" and keep it "soft" so that stepping on it doesn't feel any different than stepping on the ground or rocks. But we need to discuss this with the group before we can decide how to express the "soft" design.
Room/Environment. All/Wherever there are mushrooms
Version. Build 5
Issue Title: Players' Position in Lilypad (UX)
Issue Description. The low viewing angle makes it difficult for the player to perceive where their "body" is. For example, when jumping on Lilypads, it is difficult to determine their position and jumping distance. Hopefully we can determine an appropriate position based on the character's setting (bloodline, family?) and environment model data. and environment modeling data to determine an appropriate visual height.
Room/Environment. All
Room/Environment: All Build 5
Issue Title: Play Guidance (UX)
Issue Description. If you play the game as if you are a first-time player, you will find that you do not have a clear understanding of the game's goals and gameplay. I know we will be providing some guidance to the player in the conversation, just want to emphasize the importance of teaching and guidance here. It's important to keep this in mind when designing the content of the dialog, as we'll also need to design and proofread where the voice triggers. Ensure that the player can have a complete knowledge of the game world in a limited amount of time.
Room/Environment. All
Version. Build 5
Issue Title: No Running on the bridge
Issue Description: After a certain point of the playthrough, when you get to the crystal room with the sky bridge, the player can not run anymore. Even if I am holding the 'Shift' button, it doesn't work. This basically happens in the last 2 areas of the game.
Room/Environment: Sky bridge, crouching maze, map room.
Version: Build 5
Expected Behavior: To be able to run when I press the sprint button
Actual Behavior: Doesn't sprint at all.
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