Project Neiva Week 3
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Hello! Last week the focus was on getting the player to feel good, to get the player to feel better we changed the movement and the speed of the player. We also changed how one of the projectiles worked and how the camera moved. During a playtest we had the week before we collected data about how the testers felt. Most of the tester thought the player moved to fast, the jump and the camera did not feel right and that one of the projectiles was too good. The projectile that was overpowered was the bouncy projectile, because it was too good there was no need to use the other projectiles. We also got some feedback that the game was to fast phased and needed to be a bit slowed down. My focus was now to change the speed of the character both on ground and in air. Change the bouncy projectile so that it wasn’t better than all the other projectiles. Work on the camera and the jump so that they felt better. After having played around a bit with the jump and speed on the player I felt that I was satisfied for now. Next thing to do was the bouncy projectile. The group came up with an idea to make the bouncy projectile work better. The idea was to make it have to bounce to continue moving, Instead of how it worked prior to the play test where it had no restriction. The new bouncy projectile can last longer if it bounces with means that if it is just thrown it will not be as good as the standard projectile. But if it is thrown and it collides it will last longer and there for still have some great use. At the end of the week we had a brand new player that worked better than the last one. The group is happy with how the player works for now but we are most likely going to change most of the values during the entire project, but we are getting there.
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