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CAGD 370 - Blog Post 4

  • Writer: Els Fouche
    Els Fouche
  • Apr 27, 2025
  • 4 min read

A Hop, Skip, and a Jump

A Hop, Skip, and a Jump is a 3D platformer that utilizes player-placeable gravity spheres that launch the player based on their current velocity. The player is also able to dash forward in a similar manner. This mechanics are dependent on the player's current movement vector such that a player who jumps while running forward will launch diagonally upwards when activating the dash.


Playtest Feedback

Our second playtest for the game was unfortunately marred by a bug. A merge conflict caused the loss of all force values for the gravity spheres in the second level which meant the level was nearly impossible to finish.

Primary Action Items

  • Gravity Sphere Merge Issue

    • Issue: Gravity spheres had their force values overwritten with their default values due to the associated variable becoming marked as private.

    • Solution: Recombine branches to ensure gravity sphere values are restored.

    • Result: Gravity spheres were restored to full working order.

  • Area 3 Level 01 Moving Platform

    • Issue: The moving platform in level 01 is still confusing to players and is underutilized.

    • Solution A: Increase the size of the platform and switch it to ping-pong mode.

    • Solution B: Remove the platform and adjust the gap to allow players to cross without it.

    • Solution C: Increase the size of the platform and turn off movement.

    • Plan: The current plan is utilize solution C as the movement of the platform is not substantially adding to the level.

  • Area 4 Level 01 Final Tower Confusion

    • Issue: Some players were confused by the secondary path underneath the final area of the first level. Players felt uncertain where to go when they fell.

    • Solution A: Remove the secondary path so that players will always reset if they fall.

    • Solution B: Adjust the underneath section to better emphasize that it's a return path.

    • Solution C: As with solution B, but with the addition of a collectible secret.

    • Plan: The current plan is to utilize solution A for expediency.

  • Area 4 Level 02 Player Stuck Point

    • Issue: The player can become stuck in the spikes of a building in level 02.

    • Solution: Add a blocking volume to prevent the player from falling between the spikes.

    • Result: Players can no longer become stuck in the level geometry.

  • Area 1 Level 01 Teachable Moment

    • Issue: Players are still having issues understanding they can double-tap space to leap vertically.

    • Solution: Move the tutorial text from later in the level to the first jump area. Additionally, increase the height of the first tutorial jump such that players must use the vertical leap to progress.

    • Result: Currently being implemented and tested.

Overall the playtest resulted in valuable feedback despite the issues we had with the merge conflict.


Environment Design - Shape Language

During this sprint I wanted to practice using shape language to make areas feel distinct from one another. For the initial area I emphasized horizontal lines via gaps in the walls.

Level 02 - Checkpoint 01 (Start)
Level 02 - Checkpoint 01 (Start)

In the second area of level 02 I attempted to emphasize primarily rounded shapes. It is not as apparent in the image below but many of the walls have a gentle arch to them from base to top. I feel that my use of shape language here has significant room for improvement. Specifically, the building at the back has very squared-off supports running up its face.

Level 02 - Checkpoint 03
Level 02 - Checkpoint 03

These supports were added to help pull the player's eye up towards their eventual destination. I did not consider how I might emphasize the area's use of rounded structures when creating this building. I intend to revise this area slightly in the future. The use of shape language is more clearly expressed in the next area.

Level 02 - Checkpoint 04
Level 02 - Checkpoint 04

Here I feel I've appropriately conveyed an immediately recognizable shape pattern for the area so that players understand they've entered a different subsection of the level. I feel that the aesthetics of this area leave something to be desired, however.

Level 02 - Checkpoint 05
Level 02 - Checkpoint 05

Information Conveyance

As I have mentioned before I am generally loathe to include written tutorials. I find them tacky and, worse, they are often ignored by players. Nonetheless, they're a useful (though lazy) shortcut to convey requisite information to the player. Attempting to do so in a way that the player finds interesting has proved to be an opportunity for growth despite my distaste.

Tutorial Text - Level 02
Tutorial Text - Level 02

Finding Fun

Perhaps the most successful part of this level was the final area of section 1. It's difficult to convey via images, but I'd like to call attention to the area in the upper right.

Level 02 - Wireframe Overview
Level 02 - Wireframe Overview
Level 02 - Final Area Focused
Level 02 - Final Area Focused

As can be seen, there's a large number of magenta spheres placed here. These are push spheres and the player is rapidly launched through the level in a roller-coaster-esque manner. Of the few players able to experience this section they uniformly found it to be highly entertaining and a fitting reward for the end of the level.


Final Thoughts

This sprint brought with it surprising challenges and some very frustrating moments. It is disheartening to see players feel confused and uncertain on how to progress through a level through no fault of one's own. It was exceptionally gratifying to see the few players that were able to play the working version of the game, however, and more than made up for the lackluster initial playtest.

 
 
 

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© 2025 Els Fouché née Rodger Fouche. All Rights Reserved.

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