The Decision! - DevLog 4


Third/Final Prototype:

The third prototype, unfortunately I wasn't the happiest with my own personal result that I came up with. I wanted to originally make the slow motion for my game a lot different then it came out but unfortunately I wasn't able to get it to work with the prototype. The original way I wanted the slow motion to work was for the player to stay in normal time and for the world to go into slow motion, so the player would be able to do things that wouldn't be possible without the slow motion. On the positive side of the prototype I was able to make some adjustments that benefit the overall prototype, I made the adjustments to the telekinesis to make it a lot clearer to see the object when you use the telekinesis and I also made in smoother to use the ability in general. I added in more controls for the telekinesis like rotation, releasing the object, etc.. My overall opinion of this prototype was it helped me with a direction to go with the game and it also helped me see the limitations of the game.

The Playtest:

This playtest wasn't an personal "success" for me, what I mean by that was the slow motion ability within the prototype wasn't really noticeable. From watching people play the prototype I didn't see really anyone use the slow motion ability at all and when they used it, it wasn't used with my personal intention that I had in mind when I was making slow motion. The overall ability was just there for the players to use and it kind of felt like it was just using up button space. But overall the other changes I made for the playtest had a good response, they like the way the object was transparent so they could see more of the screen while using telekinesis.  Another thing that was pointed out was the controls for the telekinesis felt a lot smoother and they like the way that they could rotate the object by pressing a button while using telekinesis instead of the  rotation by random.  One suggestion that people had that I would like to add would be for the player to decided how far they would like to throw the object instead of the throw distance being the same the whole time, if I could make it where the player could decide to throw the object right in front of them or throw the object far away from them. 

Final Project Goals:

Experience goals:

  • Player will be able to get an fun and complex movement system.
  • Player will be able to get a difficult experience that will challenge your skills.

Game design goals:

  • There will be good level design that will challenge the boundaries of a parkour game.
  • The general design  will complement the movement of the player. 

Game mechanic goals:

  • A telekinesis system.
  • A Parkour system.

Artistic goals:

  • The game will be visual appealing to the player.
  • The art style will visually elevate the game experience.

Get Run

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