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Hi, this is my fourth blog post, in which I’ll be mostly talking about fixes that we are working on, provided by the beta playtesters feedback. I’ll focus mainly on the teleport, a game mechanic in our game that allows the player to move to a certain position. At first, the teleport that we had in our game was very simple, the player pressed the right mouse button and main character gillis would instantly move to that position. Since the camera is always following the main character, the player felt lost when teleporting. So after the first playtest, we implemented so that the camera would smoothly move towards the player after the teleport. During the beta playtest we noticed that the player still felt lost and was not comfortable using that game mechanic. This week I have been working on polishing and fixing the game for the best user experience, one of the tasks was to change of the teleport mechanic so it was easier to use and to know the location before and after the teleportation better. We still wanted to keep the possibility to teleport wherever the player wanted in the boundaries that the game allowed. Instead of changing how the teleport works, I decided to give more information to the player, where the teleport was allowed and where the main characters position would be. To fit this accordingly, I implemented so while the player hold the right mouse a silhouette of the player would appear at the position after the teleport, and when the button is released the player would move to that exact location. I think that this is a good solution for this problem, but this could create some conflict with the boundaries, since we want the player to follow a certain path. Right now, I’m thinking of implementing different types of silhouette, diving them into two, a grey one, that tells the player that it is ok to teleport and nothing interfere with the new position, such as objects or boundaries, and a red one that tells the player that is not ok to teleport. This idea comes with some flaws such as the restrictive feeling that it gives to the game, that would lower the quality of the player experience. This is something yet to be playtested and could not be implemented at all. |
