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Skribentens bildDaniel Andersson

Project 2. Day 22. IT'S FRIDAY.

So this has been a very short week overall. Since we had monday off this week has felt shorter than usual. We had some very nice progress this week despite that.


Today we had our daily standup and all designers are doing playtesting today. ALL DAY. We had our lead give us the assignment that we should test like all the stats and variables to see what that respective stat feels like when it's changed and what numbers feels good. So I have tested for the player: Melee Range, Damage, Dash Cost, Projectile Cost, Movement Speed, Dash Distance, Projectile Speed(Force). Enemy health, Movement Speed, Melee Range. The movement speed for the enemy was faster than the player and that felt very wrong. So now they are at the same speed but now it feels kind of awkward. Because if you have 2 enemies on top of you and you start to run, they take into account for the range they can attack from. So when they no longer can attack you they start to run towards you and they will always be at the same distance and they cannot keep up. I don't know how I feel about this since you regain energy when you run this is a very strong tool for you. But then again the melee attack from the enemy is instant at the moment since we have no animations. So you don't really have an advantage , more of a disadvantage since they can attack you first since we have an animation for the attack.


The remaining stats I've tweaked so I think that it feels good to play. Like the projectile, it's very strong but it's very expensive. Before we made this change it was almost free to use and it was very overpowered. So if you missed a ranged attack you could only swing a few more times before running out of energy.


We've come to a conclusion that we need a fix asap. A fix for the melee attack. Now it's like a hitscan. So whatever your crosshair is over that is being slashed on the first frame when you press the button. We want it so the hitbox is lingering over the entire animation of the slash. Because when playing with a controller it's kind of hard to aim properly and you should rather have it so it's easier to slash around with the weapon.


We were suppose to show our "findings" to the other designers but we had a new bug that made this weird. Apparently sometimes after you dash you cannot attack or dash anymore. So when were gonna show what we have found the game version that we all had was very unpredictable. So we will postpone it to monday. But now we are going to have our weekly meeting. So I'll be posting more on Monday!



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