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Skribentens bildDaniel Andersson

Project 2. Day 31. New version.

Today we got the new version after lunch so we have all the new augments values which is nice. So other then testing today we've had a lot of discussions about how we are gonna word the augments. So there is no confusion and they should not be too long so they acutally fits on the "card" that is displayed. We've also had some other people outside of the group playtesting the game. Other then tecnical issues we've had some feedback. Most feedback is regarding them getting lost, so we are thinking about getting a minimap. That you can toggle off and on. We've also had people complain about that our normal attack costs energy. They don't understand why. We have this in our desgin philosophy that we want the player to move all the time. They player gains energy when she moves and we don't want the player to stand still in a corner and just swing infinitely.


Then they say that the damage of our normal melee grunt is too low. While that is true. We have not had any animtaions of the melee grunts. So we have no anticipation for the attacks to come and they just happend straight away when they get close so if we are at a higher floor with a lot of enemies. Because if 7 enemies are close to you and do slightly higher damage at this point you would get oneshot.


People don't get the reasoning behind our decisions since they are not us. But it gives me pause and gets me thinking if we should change things. Since everyone is bringing it up.

But this is their first few tries in a game that is not close to finished. So maybe things will be more cleared up when they play more in a finished game. Where they can use different strategies and not just play through it a couple of times and say their opinion.


And one of our artist Alicia "Dubbie" has made some fanfuckingtastic art for some logos and for fun while waiting that I just have to share. I would literally buy this. She made "stickers" that looks awesome.









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