Scrapping the light and adjusting boat movement. – August Demirsson
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As mentioned in my other blog the game we chose to make was Umibozu. In the game, you are a fisherman in search of a mystic creature in this mystical water that is surrounded by thick fog. In order to see creatures in the original game concept you had to use a light stationed on the boat and aim at the creatures to fully see them instead of blurry moving objects. During this week design process, me and my group decided upon scrapping the light on the boat in our game. We did this because of many reasons. One of the reasons is that in our game the enemies always spawn in front of the player. They spawn in front of you because the camera always moves upwards, if you stay stationary and touch the bottom part of the screen it will push you forward, therefore having enemies that spawn on the sides or from the bottom would be extremely difficult to cope with, as you are always forced to move upwards. Now to another design tweak. After the playtest we recently had, we got a lot of feedback on the movement of our boat. Many described it as “moving a brick” and how it did not feel boat-like at all. To address this, we slightly decreased the response time of the boat movement when you press down an arrow key. Additionally, we made the boat slide a little bit after you release the arrow key to make the player feel like he/she is floating on water. What is your thought? Feedback would be much appreciated! |