The Player Is In Control


-- This week's focus --

Before this week, the focus lay mostly on getting features and mechanics into the game. Now that that's done, we can focus on the player experience. It's important to make them feel in control of the game and to avoid the  "theme park" feeling. Also a big part of the work was to implement all the art the artists worked hard to make, and show that off with a better lit scene. Not everything has been added yet, but it's already much more visually pleasing than the previous edition.

An example of the updated visuals

-- New and updated features --

-- Checkpoints --

It does not feel good to have to start over from the very beginning of the level every single time you die, checkpoints were needed. In order to have previous sections shut off so players don't go back or accidentally lose sight of themselves by splitting up very far, both players need to pass the checkpoint in order to 'activate' it.

-- Attacks push back enemies --

Twi easily gets swarmed by enemies if there's a large group of them, limiting his options to basically just slamming the attack button and hoping they die. Pushing back enemies leaves the player with some breathing room or even an escape route.

-- Pause menu --

Pausing is a given in any game, this allows players to take breaks and change options while playing.

-- Various ways to remove/add walls --

It gets very old very fast if every time an obstruction is added or removed, it's the same. This adds more variety to the game and allows us to pick whichever one fits more in a certain situation.

-- Wind-up and wind-down --

When players were placed in the game, they were immediately confronted with the full force of their characters and the environment. Having a slower start allows them to get used to it a bit easier. When you die, teleporting to a checkpoint or being thrown into an end screen instantly was also very disorienting. Allowing the players to take in what happened and why they died avoids this problem.

-- Swapping player 1 with player 2 --

Sometimes players want to switch to the other character (possibly because they like their actions more, or just want to switch things up), having it be possible without the hassle of physically swapping the controllers helps maintain the flow of the game.

-- Objects between player and camera fade --

Players could not see behind obstacles and it really broke the continuity. Making it possible to see through the objects they're standing behind seemed to be the most elegant solution; it doesn't remove objects, but also gets rid of the view obstruction.

Files

Twiki04.zip 35 MB
Apr 24, 2019

Get [Group14] Twiki

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