During week two, we worked on a decent amount of new mechanics - like the glider - and also built another level. I built the second level with a focus on grappling, the new enemies (turrets) and ancillary mechanics (doors + buttons and lasers) I structured the level in a simple style, iterating on the mechanics that are presented to the player to make sure they learn them in a particular order. The main mechanic of this level is the turrets themselves, as it will be the first time that they are presented to the player. To introduce the turrets properly, I decided that they should first be presented to the player in a linear, somewhat safe fashion. The addition of the range limiter to the turrets means that players will be able to see the active range of the turret and play around it. This means that the player will be able to clearly see the threat of the turret, as it is completely visible. Level 2 also includes mechanics like ‘the chimney’ - a downward fall through a boxy area filled with lasers, multiple grapple points ‘chained together’, and areas that will most likely need to be fully expanded during the testing period. Level 2 is now at the same stage as level 1, and both will likely be revisited this week as we ramp up our testing, transitioning from just testing mechanics towards a focus on testing levels. This week we also further developed our character controller, due to a few issues that we had. Firstly, I created a test environment with four differing friction values on different surfaces, then created boxes with those same values to jump between repeatedly, for players to get used to. We then got members of the development team to test the colours, as well as others from outside our group. The consensus was that values between 0.6 and 0.8 friction feel ‘far better’ than lower friction values. These values will be implemented (along with other adjustments to values regarding jump height) together in preparation for our level testing in the future. Playtesting was the way we finished our week. We got a small group (read: 3) of people to test the gliding mechanics, as well as our jumping mechanics. The feedback was overall very positive, something that we were relieved about. Week 3 should involve getting the levels ready for playtesting, as well as making sure that every mechanic is polished and works well. We have some cursory bugfixing to do for the game, to make sure that random issues do not pop up in our progression to the beta version of the game.
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September 2017
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