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
Windy day
Created for a UofT and Sheridan Collaboration in Summer 2024
Status | In development |
Authors | vaalie, Mitchellob123, fei_qiu, KalenH_Sheridan, rafeer, eyounan, FisherFiend, Yilz, cuichihan, Valtamus |
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