biyaniM / ALICE-IN-WONDERLAND-professional-nappers

Single Player, 3D Platformer movement-based game with Color and Level Mechanics with WebGL Builds
6 stars 1 forks source link

Player Sprint Value Fix and Tutorial Level Elongated #134

Closed biyaniM closed 1 year ago

biyaniM commented 1 year ago

Made the following changes-

  1. Tutorial Level -
    • Made the last part of the tutorial Level longer and made the last two obstacles further apart from each other to decongest it.
    • Shifted the tutorial Planes for the end part so that they span the last part of the tutorial.
  2. Sprint Movement Change -
    • Instead of disabling the Shift key (Refactoring the code would be a mess), made the walking and sprinting speeds the same. This makes the Sprint key effectively useless.
    • The sprinting speeds for walking and sprinting now are 7.5
    • Changed the tutorial message for Sprint from "Press Left Shift to Sprint" to "Move fast to avoid enemy shots"
      1. Removed fog in the tutorial level

Fixes #128 , Fixes #129

These values can be changed depending on discussions with the team.

Next Step -

  1. @sulysu we will need to remove Sprint from the tutorials
  2. @gautam17pranjal test how the Tutorial Level feels (the timings as a newbie). This gives me more insight as to how it should feel like.
gautam17pranjal commented 1 year ago

Changes that can be done later:

  1. if the enemy can't shoot you then when behind the obstacle, the enemy shouldn't move in the direction of player movement.
  2. remove the "move fast and avoid enemies"
  3. still feels the movement is a bit slow (maybe just for me) we can always change it later.

Rest all LGTM! we can go ahead and merge the code.

biyaniM commented 1 year ago

Thanks @sulysu.

Bugs need to be fixed from my side: The blue enemy's pop-up text doesn't disappear after 1 s.

For this, I'm making an issue and assigning it to you if it's not already there. Ty :)

biyaniM commented 1 year ago

My thoughts -

  1. if the enemy can't shoot you then when behind the obstacle, the enemy shouldn't move in the direction of player movement.

Agreed, I'll have to tweak the Raycasting for that, making it a separate issue since this PR is irrelevant.

  1. remove the "move fast and avoid enemies"

Okay, removing it altogether. after the merge.

  1. still feels the movement is a bit slow (maybe just for me) we can always change it later.

For this, I'd say let's consult the entire team.

Thanks @gautam17pranjal