Week 8 – GGC just begun
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This is the moment we have all been waiting for, and working incredibly hard towards. As I write this, our booth is being crowded with people playing F.R.A.U.S and giving feedback into what they think. So far, it has been majorly positive, even more than I could have imagined. The difficulty that previously was a concern is actually something some people have been praising, as it adds that extra depth and sense of failure that makes the players feel that much more engaged and immersed. And this sense of achievement through difficulty can even be ramped up as we have included three different difficulty modes, and the hardest one being called no mercy, it is incredibly fun seeing people try so hard to complete it and seeing them actually having fun being challenged! The last week leading up to this weekend have been filled with creating particle effects, sprites and tweaking the level. The goal was to improve the visual feedback to the player as we had a major problem explaining somethings to the player, as the feedback received from the game was subtle at best. This has now been remedied somewhat at the very least. This includes, the guards now have an icon as identifiers and a sprite that works in tandem with their animation when dealing with an interactable object the player have used to distract them. Scientists are now identifiable as opposed to not at all. The prisoners received a new icon to identify them as well along with a new “chance” bar that is more clear than the previous one. Particle effects occur when you overheat the coffee maker, sparkles are flying all over the place! Interactable objects now have floating “code” along with a distinguished shader to identify them as a interactable object, this helped greatly in combating the issue that they easily were mistaken for decorative objects. |