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Writer's pictureCatherine Preimesberger

Sugar Sleuths: Journal Pages 30 - 35

These next six pages cover the rest of the layer check-up list (details in Pages 24 - 29 post) and the start of my nonstop updating to the layers and the map. This one has a good chunk of me working through a problem: laid out the issue, recorded observations, and came to a solution.


Pages 30 and 31: Both of these pages contain the deets on the layers before their need updates. This is in ascending order,like the previous pages, going from the remaining details of the Lake layer (top of Page 28) to the foreground foliage (bottom of Page 29).


Pages 32 and 33: Page 32 is a page dedicated to the reordering of assets inside the cabins (and rec areas). I listed the current layers (gotta check up everything before making a big change) at the top. The blue post-its are basically what my solution ended up being after a bit of work. The "forget this" post-it refers to decreasing the layers' orders to make room for something else, rather than the entire page. I believe that came about when I had gotten new glow sprites (which were meant to be behind the sprites they are paired to). The notes on the second post-it was the final result.


Page 33 is also "covered" in post-its for the map's update. To be honest, this isn't an update for the entire map, but one for the background cabins. I was dedicated to getting everything in the background looking awesome. The first post-it notes a task of mirroring the background cabins correctly so that they match up with their foreground partner. This is probably where I starting to draw the map over and over again to get a better understanding of it. Yes I'm the one who made the map initially, but looking at it differently helped me find issues I missed previously. The second post-it is a note (that sounds kinda pretentious when reading it again) about not doing #maximumeffort:


"I don't have the time to triangulate how close the background cabins look from the mid-ground, so the distance is still 75 m."


If I had the time, I would've done that to make sure the map matches up correctly, haha. The last note (that poorly highlighted one) is a transition to the next pages: layer friction.


Pages 34 and 35: Page 34 is a great example of how I broke down a problem (well, more like a task). I noted what the issue currently was, what the intended solution is, and any notes that needed to be assessed. I guess I was trying to figure out the ??? in:


Step 1: Layer friction needs to be fixed

Step 2: ???

Step 3: Profit


I wrote down what I noticed when skimming the code and playtesting, such as the dramatic changes in layer movement when the value is increased/decreased by 1.


Page 35 is the solution for the previous page. the solution dawned on me when I thought about it from a physics perspective (as noted by the F -F 0 (or ∑ F = 0) and F = ma). The layers behind the player had to be between 1 and 0 (1 being the player movement and 0 being the sky, which doesn't appear to move). Anything in the foreground (which was only the foliage) was the only layer to have a negative value.


The blurb under goes back to the background cabins and their distances. The equation (if I remember correctly) was y = 27.5x, where 27.5 is the halfway point between 0 and 55, where 55 is the value in which the foreground cabins' positions are multiples of. I crossed out the even numbers because those values overlapped with the foreground cabins, which meant they would've been hidden behind them (not accounting where they might be due to the layer friction).


Dates: Feb. 8 - March 12, 2018


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