Final Update
Avinash the Last Avocado Final Update
Neil Update
I added more art assets and advised on where the checkpoints should be based on user test feedback. Furthermore, I played around with the lighting decreasing the harshness as the bowls and action item's art assets were too bright. Eventually, I settled on a light yellow-orange tint that decreased the harshness and fit the kitchen vibe and overall aesthetic of the game
Angel Update
UI art and sound effects are all implemented in the game. For future iterations, I will work on making unique sounds for the game and do more research and testing to better the UI layout and window transitions.
Abhay Update
I implemented additional checkpoints in response to the feedback on the unforgiving-ness of the level. The placement of the objects is central to our game, so we saw leaving them placed after the player died as compromising the core functionality of the game, so by having more checkpoints we hoped to make it less unforgiving. Additionally, I adjusted the camera distance in response to player feedback. I also adjusted a few corner platforms in the third leg of the game to make turns less unforgiving. Finally, I made scripting changes to the sound effect and mute script, and I also implemented the animated knife obstacle.
Game Captures
Playthrough
Playtests
"I couldn't see far enough ahead to put down all of my actions effectively"
"It can get a little difficult"
Most of the feedback we received was about the placement of the camera and how it made the game difficult to see the coming obstacles. Based on this feedback, our team readjusted the camera distance so the player could queue actions more easily based on seeable obstacles. One tester stated that one checkpoint was too unforgiving so we went in and added two more checkpoints. Another user had stated that they'd like their placed movements to remain even after they're player died but as this seemed to defeat the purpose of the game of adding action objects in realtime, we decided not to iterate based on this suggestion. Instead, we decided to find a healthy middle ground of more forgiving checkpoints.
Postmortem
When it came to the development of the game, there were many things that went well and ran smoothly. Our team chemistry was strong and the distribution of tasks was fairly even. Each one of us at a hand in almost every design element of the game and there was no disputes when it came to working together as a team. One element that we can improve on, however, is the communication aspect of the project. At times we'd work on parts of the game without letting each other know which was at times problematic. Besides this slight road bump, the team ran smoothly and we enjoyed working with one another and developing the game.
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