Monday, 13 February 2017

YEAR 3 - BA3b - Variants Screen; Scoring Changes

I've been looking for a way to make it clearer when someone 'gains a point' or 'kills an opponent' and TowerFall uses a set number of lives and reduces that value every kill rather than increasing an arbitrary number like I've been doing. This seems like a good system because It makes it clear how many kills are required for a win as well as putting a hard cap on the length of the game. TowerFall rewinds the killing blow and animates an extra 'tick' for the winning player to draw attention to the event and give the successful player an audiovisual reward for the kill. I'm going to attempt to implement something similar at some point.









TowerFall has a variants screen immediately after the game type selection screen. I've made something similar in my own game in an attempt to improve the longevity and polish. It also exists as a quick way for me to prototype different arrangements of stats and easily test those with players. I also intend to allow the players to toggle things like specific items, certain levels etc from the 'more' page.







In another attempt to increase the longevity of the game, I've implemented the beginning of an unlocks system where I can reward the player with cosmetic items and stages for achieving specific goals. Such as playing a certain number of games or pulling off a particular manoeuvre. This is a system 'Duck Game' and 'Super Smash Bros series' uses to improve audience retention over an extended period of time. I'd also like to reintroduce a single player adventure mode and ai controlled opponents at some point although that will be a stretch given what I've already set out to do. I've made a few small changes to the game itself with the death explosion becoming much more satisfying as a visual and auditory reward for successfully scoring a kill.

Thursday, 9 February 2017

YEAR 3 - BA3b - Character Select Room; Menues Research

The first major thing it seemed like I could do to a make the game feel more complete was to include a character select room. I researched a variety of other games in the same genre and all of them have a character select room almost immediately after the main menu but all of them were fairly minimal regarding their menus generally.

I decided to follow a similar structure to 'TowerFall: Ascention's menu system because of it's simplicity, and inclusion of variants/ Unlockables. I also like how it follows the theme of the game and it has a similar style to my own game.

I also changed my game to work entirely with keyboard and game pad (and removed mouse functionality) as the game itself uses exclusively these inputs.

The character select screen is still quite minimal at this point as I'm just focussed on making the menu screens functional and getting them all in the game before polishing.

Thursday, 2 February 2017

YEAR 3 - BA3b - Introduction

For my final project I am going to complete and market a game to a professional standard ready for the student exhibition and for subsequent exhibitions with the intention of eventually selling the game through online retailers.

I'll be looking to get feedback about the game at different stages of production from friends, developers from the Norwich Independent game developers and from the public at the Norwich Game Festival and student exhibition.

I'll be continuing work on my 2 player fighting game. Which , to finish will require:
Animations (Character animations, level/ background animations/ menu animations)
Branding
Coherent theme
Scoring (Life based?)
More levels (Enough to give variety within each theme)
Consistency between levels within a set theme (layout, mechanical, art direction)
Menus
UI
Long term goals (Collectables)
Marketing (A name, gameplay videos/ gifs, promo art, twitter, website)
Fixed bugs
Regular Testing
SFX
Music

These are all the things I intend to do before the student exhibition...