Miguel Week 9
Hi! It's been a busy week!
Before I get into the week I just want to announce we have a new member! We got a new artist helping Alan out and focusing on concept art for now. It's great to have more hands on deck for the art! I'll be sure to add her here on itch soon so make it official!
During the weekend we conducted our first playtest with members from the focus group. We ended up having 3 feedbacks from different play tests with time to tweak things in between each one. I was not really eager to show the prototype because it still feels very raw but having feedback at these stages is really useful, although, also a bit scary tbh.
Anyway, I made a few changes to the game to fix a lot of design issues I noticed and that were pointed out to me as well.
The biggest change from our original plan was the inclusion of a stamina meter system. This was something that was discussed a few times already, and it got obvious that the game needed it when watching players fight. The is also a "mana" meter that determines how many times you can use your special item (i.e. the knife) that replenishes at the end of each challenge.
I also had to make the enemies even more threatening as the previous version was being super easy. It might be too hard now, but I need to test further to know for sure.
And finally I tweaked the knife throwing, making it easier to aim, and deplete a players' stamina if it hits.
We also had a big meeting to prepare ourselves for the next few weeks. They'll be very tough for sure.
I also started working on my tasks, as established on the meeting. First of I added a door tile to make progression between rooms more smooth complemented by a player entry animation. This is to pave the way for my biggest task right now of having multiple simultaneous rooms.
I also did the much faster task of bringing our old post processor interface that applies bloom and implements some visual effects like a pulse of chromatic aberration when the player gets hit and a swinging vignette indicating low health.
And as always, here is a video showcasing our current state:
Have a nice weekend!
Get VOID CHAMPIONS
VOID CHAMPIONS
A competetive multiplayer online rogue lite experience!
Status | In development |
Authors | MiguelSeabra1999, Alan_Wakes, DarkQueenSara, EGGSplosion, Paranomix |
Genre | Action, Role Playing |
Tags | Co-op, Dungeon Crawler, Game Design, Multiplayer, Roguelike, Swords, Top-Down, Unity |
Languages | English |
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