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1 | Timestamp | Email Address | Title | Platform | Type | Severity | Priority | Description | Repro | Assigned to | Status | Comment |
2 | 5/13/2013 10:39:52 | lokw1@umbc.edu | bouncing enemy type glitch | PC | Gameplay | 4-Minor | 2-Medium | bouncing enemy type can get stuck into the ground, allowing player to walk over enemy and take no damage | survive to about 145 seconds for bouncing enemy to appear when it appears, let it bounce onto ground attack with umbrella enemy depresses into the ground walk over enemy and take no damage | Isaac | 4-Closed | Rigid body settings -> if we want this as an option then the jump enemy's jump code has to be changed to Player's - would also solve some of the jittering enemy exhibits (Isaac) |
3 | 5/13/2013 10:44:20 | sr5@umbc.edu | lightning hides behind clouds | PC | Gameplay | 4-Minor | 3-Low | sometimes the lightning symbol hides behind the coulds | when lightning warning symbol appears, move towards the right side or where there are a lot of clouds. Observe the lightning symbol | Isaac | 4-Closed | changed z to neg number in the update function |
4 | 5/13/2013 10:59:10 | pyro1@umbc.edu | Wings fall off in death animation | PC | Animation | 4-Minor | 3-Low | The wings of the owl appear to fall off when he dies. | Die, watch closely, it appears as though his wings fall off a few inches in front of him. | NotBug | Working as Intended o.o | |
5 | 5/13/2013 11:03:41 | sanders2@umbc.edu | Instructions should be an option in pause menu | PC | Interface | 4-Minor | 3-Low | There should be an option to see the instructions again when the game is paused. | Pause the game. | Shang-Ling | 4-Closed | Would it be better if the controls were just on the pause screen - seeing how it's so empty? --------- Added Controls to Pause Screen (SLH) |
6 | 5/13/2013 10:37:25 | lokw1@umbc.edu | umbrella collision | PC | Gameplay | 5-Tweak | 3-Low | umbrella blocks rain when closed | close umbrella walk towards rain drop so it hits you at an angle from the front | Shang-Ling | 4-Closed | Tagging Issue, when changed tagging forgot to add Umbrella collider to the list |
7 | 5/13/2013 10:52:51 | adjogah1@umbc.edu | Floor location | PC | Modeling | 5-Tweak | 3-Low | Because of how your 3D world is mapped to 2D gameplay, I find it hard to tell where on the "ground" plane the 2d ground actually is (i.e. where in 2d space you'll actually land when you jump. Not game breaking, but a bit disorienting. | Play the game. | WontFix | This also seems like a preference I think. Most people seemed to have no trouble knowing where they would land and I don't really have any trouble either. (alisa) I'll place it under "won't fix" for now then (Isaac) | |
8 | 5/13/2013 10:55:19 | adjogah1@umbc.edu | Balance for reeeling animation | PC | Gameplay | 5-Tweak | 3-Low | The player is still vulnerable to damage during the reeling animation after getting hit. Not sure if this is intended, but this allows for the player to lose multiple hearts in a row without being able to do anything, which is a bit cheap imo. My recommendation would be to have a very brief (~1 second) period of invulnerability after the player is hit for them to recollect themselves. | Get hit by any hazard. | Shang-Ling | 4-Closed | Hooray, now we can actually SEE when character's invincible - incidently, I extended the duration to 1 sec (Isaac) |
9 | 5/13/2013 10:56:51 | pyro1@umbc.edu | Raindrops blocked by hearts | PC | Modeling | 5-Tweak | 3-Low | The hearts that restore health block raindrops. Effectively allowing the player to hide under them without their umbrella up | Just stand under a heart | Shang-Ling | 4-Closed | |
10 | 5/13/2013 11:05:08 | john26@umbc.edu | Walk though walls | PC | Modeling | 5-Tweak | 2-Medium | Player can walk though walls in long hallway | in long hallway right after tutorial level | NotBug | Wasn't for Umbrella o.o | |
11 | 5/13/2013 11:07:23 | pbriann1@umbc.edu | no collisions between enemies | PC | Gameplay | 5-Tweak | 3-Low | The enemies run through each other and, especially the enemies that are copies of each other, tend to run through each other and create a "mirroring" effect. As a player, it just makes more sense to enemies to collide into each other. | Occurs in parts there enemies of the same type appear and spawn on screen. | WontFix | Do we want the enemies to collide with each other? And if so, do we want them to take damage? -> Can use player recoil code (Isaac) Another option would be for them to recoil, turn transparent (invincible) and pass through each other (Isaac) | |
12 | 5/13/2013 11:08:24 | john26@umbc.edu | Sent bug that was suppose to be for Derelict ignore my Repost . Thanks | PC | wrong team | 6-Typo | 3-Low | sent to wrong team | sent to wrong team | NotBug | ||
13 | 5/13/2013 11:11:35 | yo09975@umbc.edu | Attacking reach/ enemy reach | PC | Gameplay | 4-Minor | 2-Medium | The "reach" of the umbrella needs to be increased SLIGHTLY. Maybe the reach of the enemies need to be decreased slightly. I was attacking the mobs but still getting damaged. | Let the enemy get close, swing umbrella. It seems as if he is not close enough to do damage, yet when he dies you also take damage. | 4-Closed | Is this a bug? It sounds like a preference (Isaac) -- I can't seem to replicate this o.o I waited til the gap between the mob and owl is real small and hit, but I don't lose life and the mob dies. (Shang Ling) probably cause invincible time is longer (prev. half a sec) if that's the case, then I guess this is fixed? o.O (Isaac) sounds like it, good job team XD (Alisa) | |
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