Tuesday, November 15, 2016

Game Development Blog - Week 11

Week 11

Progress Update

Hey, giving a bit of an early update this week. Since we're so close to the end goal now, the pace is picking up a bit, so we've done a lot in the time since I last updated, even though it was only a few days ago! Anyways, onto the updates!

Testing Results

These past few days, we managed to take our game to QA. While I had initially planned on testing the motion controls, these were not functioning correctly by the time testing rolled around, so a last minute adjustment had to be made to the testing plan. We instead tested the new Overseer enemies and tried to get feedback on the visual feedback for the game (classmates had previously noted the game looked somewhat cluttered). Testing showed that, while we had managed to fix the clutter, most players had no clue what the point of the Overseer enemies was. We'll need to make some design adjustments to those enemies if we want to keep them in the game at all.

Enemy Movement

Earlier this week, one of our programmers notified me that they wouldn't be able to get the enemy movement working as we had intended. This troubled me, seeing as making sure the enemies moved correctly was a key part of making sure the player was able to feel the rhythm of the game. Therefor, I spent a fair amount of time these past few days making enemy movement code myself. It took a while, but I managed to get the enemies all moving correctly and on the beat, so by the time we test the game this Thursday, the enemies should be moving correctly.

Moving Forwards

At this point, there's very little left to do before the deadline approaches. All we can do is keep on working, and hope things end up working out for us.

Until next time!

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