Slow Motion Prototype 3! - DevLog 3


Last Week's Prototype:

In last week's prototype I asked the question? can I make telekinesis to make it where the player can bring the wall's to them instead of the player having to run over to the wall's themselves. The overall prototype that I had ready for the playtest I was overall pretty happy with it, there wasn't really any big bug's or anything that I hasn't happy with.  I felt this prototype was a good direction for where I wanted to head in the near future. One thing that I wasn't to happy with was the rotation while holding a game object using telekinesis, I noticed that some times It was hard to use to wall run but other than that I thought my prototype was good as it could be.

The Playtest:

The playtest was a real eye opener for me, in the playtest the main issue that I seen people struggle with was the telekinesis. When people were using the telekinesis I noticed that they didn't try to wall run and try to throw the wall at the same time they were wall running, which was one of main thing's that I wanted to use the telekinesis for. The main reason's for this issue is because of the way the wall rotates and also the way the wall kind of obstructs your vision when you are holding it with the telekinesis. So when I notice these issue's I thought instead of the throwable wall's being visible,  I would instead make them transparent so the player can see past the wall and it wont be as big of a issue trying to see where you are going while holding the wall. I also wanted to add a feature to where instead of the wall rotating automatically, it would only rotate when the player press a button. This fix would make it easier for the player to use the wall to wall run. Overall the playtest was very useful for me to get a better vision of what I need to do and what else I can do to make the prototype even better.  

Question for this Prototype:

The prompt for this week prototype was TIME, this prompt really made me hit a wall. The question for this prototype I really struggle with, I didn't have any idea of where to go with the prototype. I tried testing out stuff with time, for example I tried speeding up time, completely stopping time, making time rewind and so on. From the test's I made I didn't really like any of the things I test out, nothing really fit into my prototype and I felt like adding these different things made my prototype over saturated with abilities and I felt that was so much going on to where it just didn't work and at this point I had so many controls to where I felt like it could be too overwhelming for the player. So I decided to go with something that made me feel like the prototype was going into the right direction and that was slow motion. I felt slow motion was perfect for what I wanted, it is something that works with a parkour type game as you can turn out slow motion while falling, setting up your jump, wall running and more.

So for the question for this prototype I went with: 

Can I make slow motion using time?

Get Run

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