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Development progress regarding the game had to be temporarily postponed to give the team time to complete and submit dissertations. As it stands now, we are ready to resume development.
Feedback
We were able to get colleagues in our class to test out our game and give us feedback. These were the suggestions given to us:
- Raise the difficulty
- Add more enemies similar to ‘bullet-hell’ style games
- Penalize the player for missing enemies to give them an incentive to shoot
- Animate enemies’ opacity as they spawn to have them fade in without needing to rely on fog (Make spawn points less obvious)
- Add obstacles that spawn from the water
- Make the obstacles harder to dodge
- Think about implementing at the ‘Vignette and Chromatic Aberration’ Unity plugin
- Make the level more procedural by making the difficulty increase with time
- Music is okay but the loop is very short, can get annoying/irrelevant after a while
- PC controls are tight, don’t need to do much more to them
- Make the reticle change colour when hovering over an enemy
We plan to focus on addressing these issues over the next couple of weeks before returning to the production schedule.
The temporary production schedule for myself for the next two weeks will be:
- Make enemies fade in upon spawning
- Work on replacement music
- Implement missed enemy penalty system
- Set up a procedural spawning structure
- Add Vignette and Chromatic Aberration and create some synergy between damage taken and amount of aberration