Week 9 (Wrapping Up Loose Ends)


With one last week to go, we’re wrapping things up and polishing the game for the final release! There isn’t a lot to report regarding progress this week, as a lot of the changes this week are relatively minor.

We’ve finally implemented the 3rd version of the track switching controls as discussed last week. There hasn’t been an opportunity yet to perform testing on a wider audience, but out of the 3 different iterations that we’ve tried, these controls give the player the most amount of freedom to choose the track they want.

With the new track switching controls, we’ve overhauled our UI to be more colourful and to more clearly represent the active track to the player. The UI responds to track switching and is now more aesthetically pleasing.

The tutorial has also been updated, with the NPC being more explicit with the track switching and what each track does. Billboards have also been added that detail what each track does to make it even more clear to the player what each of the 3 tracks do. For each of the 3 track upgrades, diagrams were added to show the player what their upgraded ability does.

All the underground levels now have lights and are fully modelled. Some minor visual changes were made to help guide the player and to distinguish interactable objects such as platforms from other objects in the background

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