Beta-Presenation

Week 8 has been interesting, the week started off with me presenting what we had done since the alpha in our beta. The presentation focused on what had gone better since last time, what had taken a turn for the worse and what could be done to fix that. all in all the presentation went well, we received both good feedback and constructive, most of the feedback was around the distinction between the different realms that we have in our game. The audience seemed to like the like the style and general feel of the game, which has been a big focus for our team, which shoes how much of the effort the team has put into the game has yielded. However there were things that made us think a bit more about, such as sound effects. People felt that the game lacked a punch with the sound effects, they felt that there wasn’t enough distinction between different sounds. And since sounds are feedbacks lets continue with feedback. Feedback in the sense of what the player sees and understands was something that was brought up as something that could be improved in the game. The audience felt that for example when hitting the enemies there weren’t any indication that you hit them and when the enemies spawned there was no indication of what and where they spawned.

After the presentation we decided to sit down and look at the game, we found that all of the feedback we had received had some truth to it. We then sat down and started fine tuning  the game so that we felt it gave the best possible play experience. The game now has all the animations, sound effects, a background that now is even more detailed and beautiful.

But there are still some minor bugs with the where recently implemented, not only the new things are a bit buggy. There are still somethings that have to be improved that existed before the beta presentation but we feel comfortable that we will be able to do it.

And now to conclude this weeks blog, we have had a presentation, done some fine tuning and completed everything that should be in the game by now.

See you next time Philip

About Philip Hagberg Enea

2016 Game Design