Thursday, 4 May 2017

Outside the Box Project Beta Work - Project Update, Milestone 03, Game Pitch Feedback

The feedback we received from our mock game pitch came across as optimistic, surprised and constructive. It felt as though our tutors and guest didn't expect the quality of the work we produced for this presentation and our game (despite complete self-doubt on our part) and were pleasantly surprised and pleased at what we had to show for our work.

In fact the only feedback we received to make improvements for Project Beta's hand-in (as of writing this) was this list:

- Scale the Environment to make it a little Bigger to increase enemy paths
- Scale the Defences to be Bigger 
- Reduce Size of some UI Elements 
- Make Player Health more Obvious 
- Reduce the Force of the Coin Eruption 

There wasn't criticism for design choices, gameplay, mechanics etc. just simple tweaks to our game to help improve Player experience, which we gladly took on board. 

Original Feedback Update Attempt 

I originally attempted to follow the advice of our tutor's and guest by increasing the scale of the environment to provide the player more space to breath and to make the game environment appear larger. However this caused scaling issues that, when rectified, simply made the game board look like it had done prior to any change. It also caused havoc with the count down timer and the range of the Defences. All of which was just a bit too much for me to handle fixing with only just over a week until hand-in

Milestone Pitch Version

Post Milestone Feedback Update (Path Increased and UI Shrunk)

Instead, I tried playing a trick with the scenery to make it appear as though the paths are bigger and the Player has more time to react at the start, however all I did was move the tree line back, moved the enemy spawn points back with the tree line and moved the Player Base back a little. This gave created a larger path without the struggle of all those game and balance fixes from y original attempt.

The only changes I need to make was to make sure the waypoints the enemies followed still reached the Player Base to harm the Player and that the timer was still in time with the game. To my surprise I actually had to reduce the time limit from 2 1/2 minutes to just 2 minutes to keep the game tense, but not impossible with the time limit.

I also repositioned the Build Spots so that they were more relevant to the path's the enemies would take to reach the Base. As the enemies follow the dirt path on the Ground's texture.

With this repositioning I've also given The Grunt's a couple more waypoints for them to follow to make their path more in line with the more straight dirt path on the Ground's texture. 

Milestone Pitch Version

Post Milestone Feedback Update (Defence Sizes)

If you visualise that the standard sizes of a 3D model are 1, 1, 1 on X, Y and Z then these are the changes I've made to the scaling of the Defences in-game post feedback


Increased size of Towers by 30% (1.3)
Increased size of Magic by 60% (1.6)
Increased size of BubbleWrap by 10% (1.1)
Increased size of Candle by 50% (1.5)
Increased size of Cannons by 30% (1.3)

Milestone Pitch Version

Post Milestone Feedback Update (Upgrade UI Size)

Milestone Pitch Version

Post Milestone Feedback Update (Lack of Money Feedback Shrunk)
Following those 3D model changes I then scaled some the UI on screen down a bit, as per feedback, this reduced the amount of the screen each UI piece covered during gameplay and the game was better for it, as Player's would get frustrated by the fact that UI was blocking their mouse from interacting with the Defences and coins that needed the Player's urgent attention to survive and play.


No comments:

Post a Comment