Sunday, 20 April 2014

Working Processes: Finalising the Game - Incorrect password, fixing can duplication and other issues

Today, the first thing I did was fix the password displayed on the notebook. The C was too close to the 4 making the 4 look like an A. This is an issue as it could make the user type in the wrong code.

To fix this issue, instead of adding a space between the C and the 4 I instead modified the letter spacing in the character properties panel.

Before



After



 To fix the can glitch, as found in the user testing. I created a boolean called drugCan found and set it to true once the item was picked up.

I then made the following if statement and inserted into the actions layer of the viewVendingDispenser frame:

if (drugCanFound){
    vendingDispenserView.itemDrugCan_btn.visible=false;
}

I noticed that users would not need to log into the computer and insert the lightbulb in order to complete the game. Of course to do this, the user would need to know (or at least guess) which code from the notebook to use and they would have needed to know the computer's password from playing the game before.

In order to make it so that the user would have to do every option before escaping. I created a boolean which when set to false made it so that you could not enter the vending machine code and was set to true once you log into the computer. This way, the user would have to log into the computer, in turn making the boolean true, allowing the user to use the vending machine.

To solve the issue of why they would need to log into the computer before typing the code in, I will later narrate something along the lines of "I don't know what I'm looking for so I'd better leave this for now".

As for the notebook, I have now introduced the same system I implemented for the desk note. The user must turn on the lamp first otherwise there will not be enough light to read it.

Before for the notebook, all that was required was glasses to be put on so that it wasn't blurry.

To do this I used the following code

tableView.tableViewNote_btn.addEventListener(MouseEvent.CLICK,tableViewNoteListener);
function tableViewNoteListener(ev:MouseEvent):void {
    if (lightbulbFound && inventorySystem.indexOf("itemLightbulb")==-1) {
        if (! glassesOn) {
            desknoteZoom.visible=true;
            desknoteZoom.gotoAndStop(2);
        } else if (glassesOn) {
            desknoteZoom.visible=true;
            desknoteZoom.gotoAndStop(1);
        }
    }
    else{
        textAppear.textBoxAnim.item_txt.text="NOT ENOUGH LIGHT TO READ";
        textAppear.gotoAndPlay(1);
    }
}

Due to the format of the code, the blurriness of the note would not affect the note unless the lamp is on. Which is ideal as the user would not have access to the note without the lamp being on.

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