Friday, 6 June 2014

Post Beta Reflection

I felt our Beta presentation went really well. Adrian was thorough and efficient in explaining the aspects of our game whilst keeping it interesting. I think you could tell that as a team we were proud of what we had produced at this stage in the project. I was piloting the demo while Adrian spoke, showing off the elements as he mentioned them.
Something I noticed that Kah and Stuart mentioned afterwards was how much time was spend in corridors. I think what we need is some more diversity in what they look like, as well as some open traversal in which players are able to explore a bit more to satisfy their platforming urges. Although our aesthetic may be simple there is an element of beauty that comes with the minimalist design.
I have collected several people to playtest our game over this week and most of them tried running around the levels to explore before they addressed the puzzles. If we were to give them more space to play around in it would give players room to breathe, and they can tackle the puzzle when they are ready to progress. EOF is an experience, so there is no reason why we should rush it.
Other feedback was as follows:
-More difficult puzzles (well yeah fair enough)
-Bounce section (three of the four discovered the extrude launch and loved it. They want a puzzle designed around it)-Indication to jump off edges (if stuck its okay to fall off an edge to respawn)-Side-stepping (people still fidget when trying to line up perspectives)-Static indicators (only works when not moving and within an expanded proximity but part of the screen fuzzes in the direction of the solution. This would only work if the player stands still for 3 seconds or more, kind of a "I'm desperate for a clue" moment)-Make players aware of sprint function (self explanatory)-Payoff for random exploration (more hidden messages)-Hideous blue (Thomas didn't like it)
As far as indicating falling is okay I think it would be as simple as placing the cloud assets I made beneath the levels as well as above them. If players see an object beneath them then that gives some indication that there is space below them, not just an infinite white drop. Some of the more reckless players may try to jump on the clouds in which case they will be teleported safely back to the level and the lesson will have been learnt.
To avoid people fidgeting when trying to line up perspective I think we need some kind of "Patience is a virtue" message that appears if they try to line up a solution but give up because they keep shifting out of the solution zone.
The static indicators may be a bit harder to accomplish and the team has yet to discuss whether we think it is necessary or not.
I have produced another glitch title for the menu as well.


The tamer of the two is what the option looks like when the player's mouse is over it. Otherwise it glitches out as the second image shows.

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