Development Progress
- What has been recently completed?
- An introductory tutorial was added to cover the basic mechanics was added
- Casting is now constrained by each governing resource value
- Interaction is now more accurate and easier to use
- Improved Earth Puzzle
- Modifications were made to the puzzles so that they are more intuitive and understandable
- Buttons are more distinguishable
- Tool tips added to interactable objects
- Water valves now animate
- Additional assets added to the project
- Bug fixes
- What each of us is currently working on:
- Cody:
- Air machine
- Additional assets and level design improvements
- Final puzzle hints
- Michael:
- Finishing the introductory tutorial
- Making sure puzzles complete as expected and are disabled upon completion
- Travis:
- Adding materials to the environment
- Adding inanimate objects to restrict player movement and guide them through the level
- Cody:
- What features/ideas are on the backlog are to be done next?
- Add hidden clues to understand the puzzles
- Add Earth-affected objects
- Add a success screen
- Improve visibility of each puzzle when solving
- Improve the user experience as a whole by minimizing confusion
- Analysis of play-testing:
- Highlights of the play tests somewhat grouped:
- Work on a guidance system for the player.
- Maybe add more text with explanations because I was able to understand all the puzzles after only some explanation from the creators.
- So hard to figure out what to do.
- I found that there wasn’t a whole lot to go off of in terms of figuring out what I needed to do, but once I did figure it out, it was a lot of fun.
- Last puzzle needs more guidance.
- The end puzzle was difficult.
- The puzzle is too hard.
- Consider making puzzles easier?
- Play-ability is low.
- Add more puzzles.
- Having more puzzles would make the game longer and more fun.
- Needs more thematic consistency.
- Collecting element mana is slow.
- Make elements more important.
- Decisions based on feedback:
- Many people noted a lack of direction in the game. To address previous play tests and now this one, the team had already added a tutorial for movement and will be creating further tutorials for interaction and element use.
- From the beginning we knew the final puzzle would be very difficult for the average person to solve and have had a card in our Trello for a while saying to add clues for final puzzle to the room, hiding them in things to clean. An example would be a clue hidden behind several Soot pane prefabs on a part of the main room’s walls. The team believes this will address the play test notes.
- Based on play tests, the team has to decided to cut the number of buttons/lights on the fireplace puzzle in half to bring its complexity in line with the other element producing puzzles.
- For play-ability, the team is looking into adjusting the physics of the player character (this is a GameObject, not the actual Unity Component) to allow for more precise movement so that it is easier for the player to position themselves in the world.
- No more puzzles will be added both by design and time constraints.
- More models have been created and will be added to the scene soon to better model the fantasy theme.
- The absorption rate from element wellsprings will be increased to reduce the wait time for refilling the meters.
- More game objects that react to elements will be added, like more soot spots, debris, cobwebs, and strewn rocks.
- Highlights of the play tests somewhat grouped:
- Obstacles that are blocking development:
- Ensuring that the experience for the user is understandable and their objectives are clear for each puzzle.
- Finals week, work, and graduation-related functions making development time less abundant
- Reflection on game and process. What is working, what is not working.
- Working: Delegation of tasks is very effective allowing us to work in parallel
- Not Working: Breaking up tasks can be challenging when there are interactions or dependencies between different people’s work. Overall, this method has been productive and effective.