6/7/19
Development Progress
- What has been recently completed?
- A final build has been constructed with much of the feedback from Beta testing. Some of the exciting new additions are listed below:
- A complete tutorial suite of the basic user controls
- A beautifully constructed Air Puzzle
- Hints can be found amongst the debris in the level. Clean up to get help solving the final puzzle!
- There’s now calming music that plays in the main room!
- Bug fixes
- A final build has been constructed with much of the feedback from Beta testing. Some of the exciting new additions are listed below:
- What each of us is currently working on:
- Cody:
- Polishing up the game
- Michael:
- Putting together the final build and analyzing feedback
- Travis:
- Adjusting final touches with hints
- Cody:
- What features/ideas are on the backlog are to be done next?
- Move the hints around
- Add an object affected by the air element
- Place more objects to clean up
- Create a scoring system for how much was cleaned
- Add highlights to important parts of puzzles
- Analysis of play-testing:
- Positive Highlights:
- Cool, Interesting, etc. puzzles.
- Overall great graphics and ideas.
- Cool spells.
- Excellent Tutorial.
- Negative Highlights:
- More uses for the elements.
- Tutorial exit doors should be interactable instead of automatic.
- The font for clues led to multiple misunderstandings.
- Controls could be smoother/frame rate should be improved.
- The final puzzle had bugs.
- Add more sounds, improve the lighting.
- Game breaks in pop up menu.
- Unclear how some puzzles work.
- Hard to understand what to do next.
- Space seems large for what’s in it. Probably because you wanted to put more in it.
- Decisions based on feedback:
- Admittedly, there currently isn’t an object to clean up with the air element in the game. The team was however starting to implement a pile of trash that would fly away but didn’t have enough time. During the paper prototyping phase, the team did consider making puzzle locked off until a previously unlocked element was used. An example would be the idea that the earth puzzle was frozen in ice that had to be melted by the fire element.
- The team wants to make the change in regards to doors to give players more control, but don’t have the time to implement it.
- The team agrees that font for clues is confusing, but there isn’t enough time to swap it out for another one currently.
- The control/frame rate issue was due to the demo being run on a MacBook Pro with high resolution.
- The version for play testers during the class did have a bug related to the Final puzzle and wind machine puzzle, it’s now fixed.
- If the team had more time, the lighting would be changed and more sounds would be added for actions like using elements.
- The breaking pop menus were because the in class play tests were done in the Unity editor where loading some of the scenes could take seconds. Each time a major gameobject would be loaded, the Awake and Start functions of every object would be called repeatedly. So this isn’t a problem in the build of the game.
- In regards to clarity of puzzles, the team considered adding more bright coloring to important parts of puzzles, but didn’t have time to do so. An example would be highlighting the fans and turbines in the wind machine puzzle.
- For understanding where to go next, the team does want the player to explore somewhat, so the team is currently comfortable with the amount of non-linearity there is in the game.
- In regards to space usage, yes the team did want to add more things to clean and more decorations to give the room more character. It was also decided that each person would work on a third of the room so the size was somewhat set in stone at the beginning of development.
- Positive Highlights:
- Obstacles that are blocking development:
- 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.