Thursday, 14 June 2018

2.5D Sidescroller Update 4: Build 2 Playtest Results & Build 3 To-Do List

Not done too much work other the past few days (Been caught up with E3 hype OPPS)

Smash Ultimate was obviously my highlight of E3...It's beautiful :')

BUT I've got enough feedback from the people who play-tested build 2.

Here's a link to the full feedback results for build 2: 

Using this feedback I can create a new to-do list for what I need to do for build 3...

Build 3 To-Do List

  • Make the air dodge tutorial message clearer, even though the move is called “air” dodge. Make sure you tell players that you must press the left trigger in mid-air to activate it.
  • Implement Fast Falling (When falling, press down to increase falling speed)
  • The wall jump needs fixing, either have the player stick onto the wall or figure out an appropriate delay to have some leeway for when players move the analog stick away from the wall when jumping.
  • (Dashing with a trigger button) Dashing should be able to become active as you hold the button while stationary.
  • Try to Implement Smash Bros style of dashing. (Flick the stick quickly to dash) if I can't figure it out, stick with the trigger and fix issues noted
  • Lower the yellow wall jump section a little. The first wall jump is a little too high.
  • Implement Keyboard controls
  • The A button sprite has a white outline and this could be an issue in a scenario when I’m showcasing to an art team. It might look like a Photoshop transparency issue. Also, it cuts off at the bottom a little bit. Get a new A button sprite!
  • To teach players how to drop through platforms, trap them so they HAVE to learn how to do it. Rather than discovering the ability on their own.
  • In the pause menu, use one shade of plum. Use the colour used on the two lines above and below the pause text for button hover.
  • Players can very gently move and press dash, and the dust particle effect will spawn. This issue will be fixed if I implement smash bros dashing rather than the trigger.
  • Don’t allow players to begin dashing in mid-air. 
  • Don’t allow players to stop dashing in mid-air. (Unless they cancel it with a double jump)
  • Upwards and downwards air dodging needs tweaking. Change the distance they cover and how long they last for.
  • Remove the sudden pause when air dodging upwards. Have them dodge upwards and let gravity take care of the rest.
  • (Maybe) Increase gravity a tiny bit for faster falling. Might not need to do this if I implement fast falling.
  • (Maybe) Players liked the addition of an objective to complete. Maybe add in other form of objective for them to play around with?
I'm going to get to work on this to-do list, I'm currently deciding whether I want my next build to be just these changes or have my next build be these changes as well as a character designed with some animations implemented. I'm thinking more of the latter. If that's so, I won't have another play-test for a while. But I'll be as quick as I can! Gonna graft and make up for lost time for me slacking during E3.

Wednesday, 6 June 2018

2.5D Sidescroller Update 3: Build 2 Ready for Play-Testing

Build 2 is now complete and ready to be packaged and play-tested.

Everything on the Build 1 feedback to-do list has been done, meaning I have made tweaks to character speed, jumps, weight and gravity appropriately with the feedback I was given. All of the bugs have been fixed and new mechanics have been added, these mechanics being the wall jump and air dodge.

Players now have a small objective to complete if they wish to do so. There are 9 red gems hidden around the play-testing area that they can find.

A pause menu has also been added as an ease of access for players to quit the game more naturally and easier, rather than having to Alt + F4.

Double Jumping now has a separate tutorial message at the starting area. One player in particular didn't realise you could double jump, so this will be a nice placeholder to teach play-testers. When I have designed a level, double jumping will be shown to the player in a better, more natural and interactive way.

The very same player thought the red section of the level was dangerous due to it's colour, even though there aren't any hazards yet. This section has been changed to a much more friendly green.


This area is dedicated to letting the player know you can wall jump. When the player collides with a wall a particle effect will spawn, hopefully notifying the player they can do something with the wall they just jumped into.

Simple pause menu for play-testers ease of access to quit the game after they are done. The placeholder music lowers when paused. No particular reason, I just like it when games do that. 
Play-testing will commence as soon as the game is packaged. I will collect feedback the same way as I did in the last play-test.