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Friday, 28 October 2016

Week 5 II - Ring the Bells

It's deadline day today, and over the past 3 weeks I've been researching, developing, testing and developing some more.

Here's what I found;

Many people had many different ideas as to how the game should play, little mechanics here and there. One person suggested a slow decline, one person a double jump, another a dash attack. After all these suggestions and more were implemented into the game, I found that although they were all different suggestions they were, in fact, different pieces of the same puzzle.

One thing that varied, however, was the actual control- Which buttons should fire what input and should multiple inputs be mapped to the one controller?

I feel this is something more to research into. Do more buttons with multiple functions give the player more control? Or does it over complicate things and detract from the overall feel of the game? Are there many benefits to either?

All for another time. At the end of this week I have a small playable platformer that according to feedback is floaty yet very fun to control. I added a dynamic camera that would adjust behind the player in air to make landing easier. As well as that I have an enemy hooked up that will chase the player along the water, and drag them below, respawning the player at the last bit of land they traversed.

So what's next? What did this 3 weeks help me to learn about my direction of Masters?

Well, in short, feel. I want to know more about how a players physical input can alter feel overall.

1 comment:

  1. The game is feeling really good at the moment based off of what i've played. Loving the crazy fly about controls, like i said in person the only thing i would change is the camera snap but it seems that is more of a subjective want instead of a design choice. Other than that keep up the research to inform the levels and game and all is looking great man.

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