Blog Post 4
Konner Rooney
10/2025
2258-CAGD-370-01-4196
11/2025
Blog Post 4
Unique Circumstances of This Sprint
Problems and Solutions
Sprint Kickoff
For Sprint 4's kickoff, I was assigned three levels to create Annotated Maps for...
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A level where the player can fight a strong enemy in tight quarters.
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A level that requires players to clap their gauntlets to color specific ziplines and reach higher platforms.
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An arena-style combat level, where the player faces many enemies at once in an open, circular structure.
These were designed not just as levels, but as demonstrations of core mechanics: color mixing, ziplines, enemy management, and combat pacing. Each of my tasks was worth 1 point, since they were mostly built with premade pieces.
Work Completed
Incomplete Work
Work in Progress
As we move into Sprint 5, several tasks are either still ongoing or about to begin:
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Creating the following levels:
An open level with a lot of enemies and few doors so players can expierment with the color mechanic further.
A fast-paced level to test players' reaction skills.
A linear level so the player can easily grasp movement and mechanics.
A level that is especially relaxing to play.
Incorporating checkpoints throughout levels.
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Iterating on previously completed levels to match updates in mechanics, enemy AI, and physics.
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Preparing levels to be imported into Unity, which includes organizing shapes, planning colliders, and making models consistent in scale.
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Supporting programmer tasks by building environments that allow UI, knockback, and enemy behavior systems to be tested safely and effectively.
Overall, Sprint 4 was a return to completing all assigned points—something I am very proud of. It helped me regain momentum, refine my workflow, and better understand how my level layouts directly contribute to the team’s Digital Prototype progress.
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