https://dl.dropboxusercontent.com/u/148281020/shuffledAlpha.zip
controls:
arrow keys to move
space to fire
q and e to select cards
music in game:
http://www.newgrounds.com/audio/listen/551213
Tuesday, October 22, 2013
Thursday, October 10, 2013
test_build
https://dl.dropboxusercontent.com/u/148281020/shuff.html
CONTROL NOTES:
wasd or arrow keys to move
shift to throw and q/e to select your card
double tap movement to teleport/dash
CONTROL NOTES:
wasd or arrow keys to move
shift to throw and q/e to select your card
double tap movement to teleport/dash
Tissue Test Results
The tissue tests performed on the build resulted in several
recurring complaints. The first of which being the question: “What am I looking
at?” This complaint is actually two complaints in one (what a deal!) For one,
the game looks like crap, mainly
because the actual art assets for the game have not been properly implemented
in the game and/or have not fully been completed. The second aspect of this
complaint is that the HUD is both confusing and a bit of an eyesore. We will take steps to clean up these issues
and will have to think about a proper way to display information. Another issue
is that many players feel thrown into the game without any sort of
introduction; put another way, “The game starts too fast”. Even though the
totality of the game is by design a final boss battle, which by all accounts
should not be an introductory class for being spoon-fed, starting in media res is probably not the best
way to go about doing things. To fix this, we’ll add an introductory room which
may or may not display the controls for the game and allow the player to enter
the boss room on their own time. A few other complaints were directly referring
to a couple known or newly discovered bugs:
The wall jump on the right side of the room doesn’t work
properly
Sometimes when starting the game, the playing cards will
shake uncontrollably as if there is an earthquake (the quick fix for this is a
game restart)
The reshuffling feature hasn’t been properly implemented
The discard pile constantly shows the first discarded card
rather than the last
The teleport sometimes gets you stuck in a wall
The bosses can get stuck/get you stuck in the ceiling/floor
The bosses take the same damage regardless of card
These bugs will be addressed when we have enough time for it
and as we feel they are urgent enough as most of them are quick fixes
(hopefully). Other complaints regard the visuals (like the teleport feeling far
too sudden for players), or the music (the sound quality is poor and it needs
some proper mixing).
But the biggest concern of all is honestly the most
noticeable and probably the hardest to implement at this point. The boss/bosses
are currently stupid as hell, having virtually no AI. This will be the first
problem the programmers will adjust in all likelihood.
Tuesday, October 8, 2013
Taylor H Weekly Update
I continued to work on some background art for the game. I also began working on the playing card art since our game will display the cards at the bottom of the screen and we felt that they will need a distinct feel from just your standard playing card art.
Monday, October 7, 2013
weekly update
I refined the dashing mechanic so that it feels more smooth for dodging and moving. I also was able to implement the wall jumping mechanic which allows the player to grab onto a wall and jump off.
Thursday, October 3, 2013
Taylor H Week 2
I continued to work on different art assets such as background concepts and block textures. I finished and uploaded a seamless texture of stone that can be used for a number of different things such as platforms, walls, and backgrounds. Will continue to work on a great background for the game.
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