We used Microsoft Forms for our game and had the player play the game with little to no intervention from us to not affect the results, we collected the data from our sample of classmates at university, which means our test had low external validity as the results do not apply to players who aren’t university students or people we also don’t know on a personal level (that part also introduces a degree of bias). We also had low external validity as we had a low sample count. This was to be expected as we are unable to do anything about that in our position, so this means we must take our results with a grain of salt. We used the forms to test if the players found any bugs and if they had any suggestions and other factors that would help us better the game.
The data tells us that people liked the game. It also tells us that it isn’t worth paying for currently but if it was polished and further developed it would be worth the price of a cheap indie game. People expressed a love for the combat system and movement noting that it feels fun and engaging. When asked what they'd love to see added they mentioned adding more enemy types and a shop. They also suggested using the movement keys to cycle between body parts in the Parry mode. They found a lot of bugs where the player was able to lock on to the enemy and follow them into the wall.
We ignored individual suggestions and instead opted for suggestions most people gave as they came less from a place of personal preference and instead from overall gamers' preferences such as the quality-of-life fixes and the bugs.
this involves the oakley moving left, right up, down with diagonal movment animations too!! the walking up animation is still being developed and finalised, but it's slowly coming along! <3
right now we're focusing on footstep audio and particle effects & animations to suit the diagonal movement a bit more (to assist with the transition from moving right, up to straight up)
hi there! i'm delilah. i made this blog to keep track of progress on my game as well as just share my thoughts with the world. therapy is expensive nowadays, after all! i'm hoping to reach the right people with this or, rather, the right person. i hope this works out how i want it to.
Definition of the systems that define how the player and game interact. Include player interaction patterns, objectives, rules, resources, and boundaries. Support this with graphics.
In-class development materials: Challenge/Action diagram
Parry System
Landing a perfect Block Allows the player to fully counter an attack stopping all damage and engaging the player into a counterattack engaging them in the Retaliate system.
Blocking
The player can hold down the parry button reducing damage taken from the front by an amount to allow the player to stall. Enemies behind still do full damage.
Dash
Players can move quickly to avoid attacks however they do not gain I frames so the dash must be timed right.
VATS system / Retaliate
When engaged the player will have a small window where time is slowed to select a part of the enemy dealing damage to the enemy and the chosen body part. This staggers the enemy and gives a small reprieve to plan the next moves, this has a short duration if left the player will do no damage and resume as normal.
Part Damage
When a part becomes too damaged repeated attacks on this body part result in extra damage dealing critical hits the is in the hopes of adding challenge tracking what enemies' body parts are weakest
Camera Lock on
The player can only focus on one enemy at a time forcing them to divide their focus to keep all the enemies accounted for. However, the player's attacks will be focused and pulled towards the target enemy making them easier to hit.
Unique move sets
The player has access to a spread of attacks these are light, heavy, and approaching attacks however repeatedly pressing light or heavy accesses different collections of attacks of the same type these have different hitboxes target distances and recovery times. Approaching attacks bring the player towards the enemy when they are further away but these attacks do low damage at a high stamina cost.
Stamina
All attacks, dashing and blocking use up stamina and the player must balance all of these.
Barrier/health system
Health is a limited resource that once depleted cannot be healed directly, instead if the player lands multiple attacks in a row they build up a barrier that when attacks are not landed in a row will begin to reduce back to zero, forcing the player to keep attacking. This is a parody of combo systems in other combat games.
The first preprototype ended (like three weeks ago), this is the end result.
All the basic behavior work, they attack, die, find a path and position themselves in the perimeter of a target object!
They're already very smart, probably could get a degree faster than me.
Happy Screenshot Saturday! Not exactly a screenshot, but a peek at the progress on my current project, Gossamer Absolution. The protagonist, Firn, makes his first appearance...