Devlog 6: The Final Devlog
Devlog 6: The Final Devlog
(For KIT207 at least)
Leaderboards
Since the beginning, we wanted to add a leaderboard, competitive speed-running revolves around time and not being able to easily see that time can be unmotivating for players. After looking into and trying different databases for hosting our leaderboard, we settled on LootLocker rather than other things like PlayFab or Firebase. The reason for this was LootLocker was much more intuitive and easy to use over the other options. We did not even have to do any javascripting and we were able to use premade functions to implement the leaderboard within Unity. LootLocker was also free which made it super accessible to us and nothing was hidden behind any nasty paywalls.
In terms of its implementation, The online leaderboard will load into the game when you finish each level, and each level has its own leaderboard. Times also update live so there is no locally stored data meaning you do not need to refresh your web browser when playing the WebGL build. Below is an example of the leaderboard loading in.
The leaderboard has also been updated to look nicer than it did before. This did not take long and considerably increases the aesthetic of the game and really brings the end of each level together quite significantly.
New and Old leaderboards:
Menu
The menus font has been updated to look nicer, but the animated background had to be removed because of WebGL limitations -_- These changes were again made to help the game feel more tied together and be more aesthetically pleasing. Within the menu, there is obviously the level select, but there is also a settings menu. We added this to provide a better experience for users and allow them to change some visual and functional settings in order to make their experience more enjoyable. We added motion blur, a resetting of the tooltips option, field of view (FOV), a section to change your username, a pre-stage timer option (this allows players to change how quickly the round starts upon restarting) and a Lindsay mode (Basically a cheat mode than allows no death and infinite boost). All these changes are purely to make the user experience more enjoyable and functional.
Tooltips
Tooltips were not originally something we had planned to implement. From the testing session however, we found we had to constantly explain the controls and how the game functioned to users. From this feedback we added the tooltips which acts as a a bit of a tutorial in a way. These tooltips only trigger once but can be reset in the settings menu if players wish to see them again.
UI
Although there is no image for this section as we do not have a WebGL build up of the current state of the game, we did fix many of the UI scaling issues, this mean players leaderboards wont be half off their screen and should function and look much better now.
Get Full Tilt
Full Tilt
A fast-paced, movement based game. Grapple your way through each level as fast as you can.
Status | In development |
Publisher | |
Authors | xepries, Leo Headley, GMunro, Sevensz |
Genre | Platformer, Action |
Tags | 3D, Speedrun, Unity |
More posts
- Devlog 5: ModelsOct 06, 2022
- Testing SummaryOct 06, 2022
- Devlog 4: Have Physics, Will TravelSep 29, 2022
- Devlog 3: Level Design or The Art of Player AgencySep 17, 2022
- Devlog 2: Movement, Shaders and other stuffSep 16, 2022
- Devlog 1: Game ProgressSep 07, 2022
Leave a comment
Log in with itch.io to leave a comment.