This week we got together with the professor and got some critics on our game. The biggest criticism is that our game can easily be skipped or “cheesed”. Basically, it is very easy for the player to ignore the level and fly away from the asteroids or fly away from the enemies. This is something that we really want to tackle for the incoming beta. The other major criticism that we got is that we are still using free assets for the asteroids instead of using our custom made ones, so that was something we needed to fix immediately. Finally, we also talked about changing how we see the objective by having the player have a sort of “compass” that guides the player to where they need to go.
For this week I took on implementing stricter bounds and enemies as well as changing the second level so that the asteroids are now our own models. Most of the work was not so bad, for forcing the player to interact with the level I made it so both levels have a smaller warning box and death box, basically if you even go outside the asteroid field you will die and restart. Another thing that I did was buff the enemies so they see you sooner (as well as behind them) and shoot at you faster so it is harder to dodge. For next week, I want to implement some of the more custom debris that we made last week into at least the second level, that way the player can have a more challenging and interesting path to traverse. Finally, I changed the models of the asteroids in the second level which was not hard since I just had to change the mess so that it matched our new custom one, the sizes had to be redone but that was not hard.
Комментарии