Putting it all together! #5SD064
Update/fixes from last weekSo I reworked the control scheme into a more interactive experience for the player. Before jumping into the first level the player will first go to my “tutorial”. The player can spend as much time as he/she likes to get familiar with the controls/movements, it’s also not mandatory the player can skip direct into gameplay instead.
From the text Avoid it will spawn obstacles that will fall down, obstacles which the player takes damage from on collision. I also placed an enemy so that he will be hit by an obstacle, showing the player that enemies will take damage from them also. I attached a text which says “Kill” on enemies, to make it super clear. This “interactive” tutorial might be a bit much for our short game, I’ve let some out-standers play test it and they said they got a somewhat good understanding for how the game handles. I don’t think I will put more time into changing this, except for button layouts etc. I’ve spent far too much time on making a control scheme, changing it several times and there is other things I need to prioritize.
This weekBoss FightI have been working on our boss level this week. We had not time to do a real boss fight so I had to improvise a bit. I’m still unsure if I want to use it or not. In the scene there will spawn hunters at the top and the bottom of the screen. They have an increased range so they won’t move, but they will be shooting towards the player the whole time. I made it so that if one of them get’s killed another one will spawn at the same place. While dodging the bullet rain the player also fights a bigger farmer unit. The “boss” farmer has increased HP, is bigger but a bit slower movement speed. It feels like a weak boss fight and one that I’m not very satisfied with yet. But the game also needs an ending! The scene is far from finished so I won’t post any pictures of it this week (next week will be more extensive about this scene).
NarrativeBecause our artist won’t have time to finish the narrative part I redesigned how it will be told, and what it says. I felt that it was very confusing in our different scenes if there was nothing to explain it. In the first scene there is a mob chasing you and in the second scene there isn’t. How will the player understand what is happening? It’s very confusing. I’ve learnt so much about how the time limits under this project, and for the next course I will scope my vision down a lot! Because now it feels like I had to redo the design almost every second week. |
