Teleportation

This week we worked a lot on polishing the things we already had implemented for our alpha presentation. That means I have not really worked a lot on a singular artefact but tweaked and improved upon things that we had done.

During the playtest session that we had earlier during the week we got some feedback on the teleportation. In the version that everyone tested the teleport had almost no cooldown and could be spammed to avoid all obstacles which removed all the challenge from the game. We want the teleportation to be used tactically when the player feels he/she has gotten in a wrong position and has no time to use the regular movement to get out.

A longer cooldown was added and an icon that shown whenever the teleportation is available was placed in the corner of the screen. The teleport also needs to be charged to work. You hold down the right mouse button for half a second before the teleportation moves you. After teleporting you also lose your current speed. All of this makes the teleport feel more balanced and you really need to think about when you want to use it.

We have also been talking about if the teleport should have a limited range, but that is something we will have to test out while we add more artefacts to the game. We are still missing some kind of animation for teleporting and I guess that is something that will be added before the beta.

teleportation

About Alexander Hjelm

2016 Programming