Playtest Feedback and Gameplay Video!
Welcome back guys 😳
Check out these pog images from the game so far! It's really shaping out to fit the vibe of the original idea, but there are a couple of issues I need to knock out (please read the YouTube video description). Today, I'm gonna be talking about some more playtesting that's happened and how I'm responding to that feedback. Let's begin with the playtest feedback:
- PLEASE fix the lighting
- the character movement is hard to control. When jumping, the player either goes too far or not far enough and it was easy to just bypass stuff because the jump was so powerful. It also made the jump not very realistic
- It needs more foliage and just stuff to fill up the empty space
- The water is really cool but add water sounds when you're in it (juice)
- The green vines on the platforms made players want to jump to those platforms
- I need to fix a number of balancing issues and other things that were exploited by the testers, part of which was because of the player jump
So I'm pretty much gonna address all of these issues/suggestions. Let's talk about the changes I'm making:
- So I already did fix the lighting (thank god). Basically what was happening was that for some reason as I was adding more and more objects to the level, the auto bake time became more and more insane (like 9+ hours insane), and it made it not only hard for players to go though the game but also for me to even work on the game. I hadn't made a change to the lighting itself, so I looked towards the objects I was placing into the scene. As it turns out, every single prefab from the asset pack I was working with had static turned on, telling Unity that it needed to be baked. Once I turned all of these off, the lighting returned to normal, only needing around a minute to back because of the terrain
- I also fixed the character movement! I used fixed lightly because I just switched out the prefab from the standard assets pack with the other one (RidgedBodyFPSController -> FPSController). This character controller is much more easier to work with in terms of controlling the jumping and it gives a lot of customization within the Unity editor (from public variables) to change values as I see fit. Now, all of the jumps are not only possible, but balanced, and more realistic.
- I do plan to fill up space where it needs to be filled up. I'm gonna take care of that while juicing things up (pog). This also applies to the water sound effects
- If it isn't plainly obvious where the player needs to go, I will use the green vines to help point the player in the right direction. I actually didn't realize that players were drawn to them until a playertester pointed it out
That's all for my feedback update, but there's one more thing that I'm changing. Remember in my last post how I said that a playtester thought the level should be split into two levels? Well I think that's out it's gonna turn out, at least for the purposes of this project. Don't worry though, I plan to carry out the entirity of this game even after this project and add some I ideas I've had but, because of time restraints, I just can't work on :^)
Get Precious Amulet
Precious Amulet
A Cure Protected by Legend
Status | In development |
Author | IndigoSane |
Genre | Platformer, Adventure |
Tags | 3D, Unity |
More posts
- DEMO LEVEL LAUNCH!Mar 02, 2020
- Character StoryFeb 20, 2020
- Feedback Update!Feb 18, 2020
- WhiteboxFeb 10, 2020
- Level Layouts and ReferencesFeb 10, 2020
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