Devlog 11


Week 11 Dev Log: July 24th - July 30th

What we have done so far:

This week we had our official beta playtest. From that, we received a couple pieces of key feedback. For one, players want to be able to complete quests in multiple ways. They were also confused about the player model as it looks like a tornado so they felt that it should be more destructive / powerful / larger. As predicted, they also felt that the mechanics were not windy enough, so we're changing the pick up from a hammer-throw-like system to a suction vortex. When players press the hold button, all objects within a certain radius gets pulled towards the center and gets tossed away as players release the button. We also added a new shader so our game has a more cartoony look. 

What our next steps are: 

- populate the world with objective-specific assets that communicate visually with the player how to progress (rather than solely relying on the hint system)

- add button prompts into the game and maybe a dedicated tutorial area 

- implement the new vortex mechanic

- continue to figure out sheep pickup because players have expressed how much they want it, which was dropped early due to how technically complicated it was 

- allow players to use the pond to water the crops because it makes more sense 

Important discoveries along the way:

- the hint system is almost a necessity to finish the game

- the wording of the quest names are sometimes unclear, especially for the water tank and windmill 

-  the quests can seem disjointed and not part of a cohesive game 

Get Windy day

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