GD 210 weekly devlog part 2
INTENSE DISTURBANCE » Devlog
weekly devlog part 2 for gd 210
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INTENSE DISTURBANCE
Status | Prototype |
Author | KevMskull12 |
Tags | 3D, Horror |
More posts
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Devlog 2 for gd 210
1)Our team goal's for last week was to come up with the prototype for our games we presented on our pitches and presentations and implement whatever we could on time before Wednesday. I would go and start creating prototype on UNITY while Chris would use BITSY for the game he is creating and focus on implamenting some mechanics and player movement and maybe some items here and there.
2) The goals completed was the player movement, what the game will look like in terms of design and aesthetic and what is the story behind the game and what you need to do with the prototype made so far.
3) Next week's goals are to focus on finishing implementing the mechanics and improve some fixes with the first prototype and continue making progress with the mechanics, the objectives and clearer direction for our games. Me and Chris both agreed that we need to get the second prototype done before Wednesday and play test our games so we can see on how much progress we have don e so far.
4) What I have accomplished last week was getting the first prototype done with player movement, the presentation of what the game will look like with shapes and putting some stuff like the blue clock piece and power ups and weapons and the gateway of what you need to do and what they will look like when picked up and sound like.
5) What I will try to accomplish by the upcoming Wednesday is to put in some text, the player to pick up items and weapons and try to put like an objective of some kind when starting to play and fix some of the movement and camera when playing.
6) What I need to learn is how to put objectives on screen with text and how the player can pick up items in game and fix the camera motion when the player moves the cube.
7) Here are the images so far...
8) what I was play testing was Chris's game (2nd prototype) he made on bitsy it was a guy walking and interacting to items around the rooms to see or explain what was going on. There were at Times too much space it felt like you left the boundary of the level and some doors could not open or interact
9) What I wanted to learn while play testing was what does the player have to do in order to advance the plot, do you need to pick up stuff to open something or unlock something, what do these characters want and know who you are and what id happening in the story.
10) My Playtester was Chris playing my 2nd prototype of Intense Disturbance. the target audience for INTENSE DISTURBANCE is or those who like horror stuff, rhythm reaction based games or running style games.
11) what I observed was 8 bit rooms with 8 bit characters, text and interactions of Chris game that looked good and had a mysterious vibe to it what I saw when playtesting was some of the areas you couldn't access or interact with and a part of the level broke the boundary of where the player should not go. the interaction was with text as you approach with the Aaron keys and talk knowing who you were or look familiar and from what I could tell you had to find stuff to get memories back to your head in order to tell what is going on.
12) the feedback I received from Chris was making the enemies react have invincibility frames and have a reset button for the player to start over if the player screwed up and fixing the text which was the objective of the level.
13) what I will do to the feedback is keep it as future reference and do my best to keep up and improve more on the game to be fully playable and match up to what I have been presenting and pitching before the deadline.
14) the questions for the game were how many hits so the player has invincibility frames when hit and how to make the enemies react and hurt the player rather than stop it.