Devlog 3


Team Goal: Trim some mechanics or aspects of mechanics and reimagie others that would make the game worth playing. Discuss UI elements as well as player/npc modifiers.

Team Goals Accomplished: Mechanis reimagining and trimming went well.

Next Week's Goal: have core mechanics and UI ready to create an adequate alpha version.

Personal Past Week Goal: I remembered that the npcs and items needed to be prefabbed. 

Personal Next Week Goal: Create and implement UI and finalize player/npc/items interations. 

Learn: Code for consisitent movement speeds and creating timer and counter.


Playtest

1. The player's speed relative to level size was being tested along with collision with npcs and items.

2. I wanted to learn if the speed was too much to pose real challenge(the player zooming through a level easily) and to find out if the player sliding was bothersome.

3. My playtesters were some of my friends as well as my sister. They I believe they adequately represent our target audience which is casual gamers who appreciate escalating challenge.

4. For the most part they played the way i expected but I also heard more than saw all these other keys being pressed in order to find out what other functions there might be. When it ws found out that npcs can be pushed by the player it sort of devolved into sumo matches.

5. I asked about the player control and whether being able to push the enemies made it fun or was annoying. 

6. The player's momentum change, which created the sliding, was more often annoying but being able to bump enemies was somehwat fun until it was realized the player could just keep pushing. 

7. Well, the npcs will need to be more rigid if bumped by the player so that they affect the player and not the other way around and player movement needs to be more, "stop on a dime", than drifting car.

Get Subway Skrrt! Skrrt!

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