# Week 8
After receiving some both inspiring and helpful feedback from the guest speakers, our team was invigorated and more dedicated than over, to being our moth filled vision to the people of SFU. As we worked towards the beta, I began to work on some further refinements that improved Light after Death’s playability considerably while Sandy further refined the levels.
# Pre-Beta Males
The first notable features that I implemented this week was to make the screen to black when you run out of stamina. This was done in addition to the vignette emphasized the light machinic and make it obvious to the player what caused their death. In the same vein, I wrote code that would fade out the ghost moths who died from lack of stamina once they got the point in their replay where they had died. This prevented the current phenomenon where moths that died that way would just stop mid-air and hover, which just felt out of place and could confuse players as they flew past.
In regard to the flight controls, I tweaked various aspects of the flight and camera logic to improve the experience. Firstly, I reduced the maximum angle at which the moth could turn to below 90 degrees. This prevented players from turning around and flying the wrong way down the map, something we didn’t want to be possible. I also constrained the camera angle and limited its X and Y movement so that if a player flew to high, low, left or right, they would fly off camera and be first to move back into view if they wanted to see where they were coming. This constrained where the player can fly without having them see the their moth avatar hit the out edges of the hallway which looked janky and cheap. Finally, I also added a stamina slider element which shrunk along with the stamina level.
# Beta When
As the beta draws near, we aim to polish the visuals, and the mechanics.