Week 8 - Alpha Build
This week we started on level design and consolidated code once again to try to bring together refined movement, combat, and possession mechanics. All of these pieces culminated together into our alpha game build which we were able to conduct 5 more playability tests with to gain valuable feedback for the next phases of our game's iterations.
This prototype was a way for us to gauge the direction of our level design and test how fun players found the types of challenge we created that are based around the player's unique mechanics with each body. Our alpha build level also helped us test our designs for teaching players mechanics with minimal use of UI.
New art was also created for the environment and these newly design environment tiles will be used going forward for all of our level design to help capture a consistent emotional experience throughout the game.
We ended this week with a small presentation to a couple of industry professionals and across the board between these professionals and our own playability tests the concept and core mechanics have gotten great feedback! For the coming weeks though, we need to really put our heads down and work hard to bring the whole game's level of polish up in terms of the fine details of movement, interaction between the player and objects/enemies in the environment, and also implement improved AI for normal enemies and implementing the game's bosses.
This prototype was a way for us to gauge the direction of our level design and test how fun players found the types of challenge we created that are based around the player's unique mechanics with each body. Our alpha build level also helped us test our designs for teaching players mechanics with minimal use of UI.
New art was also created for the environment and these newly design environment tiles will be used going forward for all of our level design to help capture a consistent emotional experience throughout the game.
We ended this week with a small presentation to a couple of industry professionals and across the board between these professionals and our own playability tests the concept and core mechanics have gotten great feedback! For the coming weeks though, we need to really put our heads down and work hard to bring the whole game's level of polish up in terms of the fine details of movement, interaction between the player and objects/enemies in the environment, and also implement improved AI for normal enemies and implementing the game's bosses.

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