Almost at the finish line! #5SD064
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It’s weird, this is the last week before our game should be finnished and I don’t know what to do! Last week it felt like I had a gazillion things to do and I had to crunch to get them done. Now It’s just polishing small things, it doesn’t feel as it is as much work as last week. But shouldn’t it be the opposite? The week before the hand in should be the most stressfull? We have a game that is finnished almost…The only thing we lack is to put on the animations for the enemies and fix menus and stuff like that. This week it will be hard to talk about just one asset I’ve been working on, because I only fixed small things here and there. One big problem though is the main menu, game over screen and the “win screen”. We lack art for that! I started to make new buttons for all the menus. My first try looks something like this.
But I felt that this button didn’t really fit with the colour etc. But I really liked the font. I found a really good website (www.vecteezy.com) where I could edit buttons easy. I found a set up of buttons I liked and that I could modify to my likings. So the end result looks something like this:
I won’t use all of those buttons of course, but I like the ones I’ve modified. But the coloured frame I will remove, it looks weird and wouldn’t fit our concept. Another problem is that my artist is working on the background for the main menu, and he is very shy of his work until it is finnished, which is a huge problem. How will I know if the buttons fit into his artwork? I know he won’t have the time to do all the buttons because he has so much else to do. I think it’s really important to have a good main menu. Not just good looking but it has to tell the player something about the game. The main menu is the first thing inside the “game” that the player will see, and first impressions are really important. Apart from working with buttons I’ve been balancing the three levels whe have. It’s a job that take a long time, but is hard to write about. All I do is tweak numbers for enemy spawsn, object spawns and powerups. It might sound boring but it’s actually quite interesting, I’ve come to change my view on how tweaking the difficulty of a level executes. There are so many different ways you can change the difficulty. Just by changing the spawn time of an object with a second can do big differences. I’ve also noticed how easy it is to get “blind” of the difficulty of the game. I’ve playtested it so much that I will always be better than my players will. I felt in a trap where I thought our game was too easy, but playtesters found it super hard. Feedback from playtesters are worth gold. Without the feedback I believe our game would have been much different, for the worse. |

