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Tuesday 31/3

Tuesday 31/3


I began working on the alpha presentation after which I hopped into a discussion about the level design, as there seemed to be a problem, ad it kinda was a big problem. All the assets were slightly tilted and did no longer match the tile-set. ( it was working fine yesterday)

And this led to the level having small gaps, and small pieces that did not fit together. This took most of our time in the morning and before lunch to solve. We ended up importing the art assets again and created completely new prefabs.


The afternoon was spent by we designers having a meeting about the enemy behavior. Especially the goblin, as it kinda seems to just be cannon fodder in the state it was in before, so we gave the enemy a little bit more flair, and changed how it would approach the player.

So Anton did a practical test in unity to demonstrate the behavior a bit more visually on how things could work.


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