For this sprint review, a lot of work was done to help with feedback and work on certain parts of the game that are a little undeveloped and get somewhere with that. One example of this would be the art and UI of the game. Through playtests, one thing that stuck out was the lack of feedback that was in the game and that it would be nice to see the art take shape within the game. This is something that we focused on while working on the main gameplay as well.
One thing that I worked on alongside the UI as the main thing was reworking the level traversal system and integrating it with the new battle system within the game. Elizeo changed his battle system to allow for battles one after another and so there were a whole lot of tags and new items made to work this. I then needed to change up some of my tags and code to allow for multi platform spawning and having the code now reference the new tags.
One other aspect I worked on was creating the singleton that would encapsulate a lot of the connections between different scripts and stuff. This was really helpful for the aforementioned traversal system because instead of having a reference and having everything connected in the editor, it was done in the background through the code. The traversal and battle system could talk to each other in the background. I also added the resource gathering and totals within the script so it can also handle that. I made sure to connect this to the shop, even though nothing is able to be bought yet.
The playtests were very helpful because this showed us glaring problems like the feedback but another thing that players brought up was the idea of doing more within the battling. This meant that, even though the game is centered around just idle battling, players want the choice to be able to engage in more than just battling and they want to be the ones to be able to choose. So I went to my designer and told him about this playtest idea. We then collaborated and realized we can use the coins you earn from battling to do other aspects such as healing or other aspects. This will be adapted by the programmer because he already had this system but it got removed in the earlier sprints.
In terms of art, this sprint was a really good solid size of models and texturing that was done but for the next sprint and especially for beta, we definitely want a large amount of models and stuff done so the players can be immersed in the world. We are really shooting for having so much done in the beta that the subsequent sprint can be focused on getting bugs fixed, polishing, and adding small features here and there. This is theoretically possible with the amount of cards we have, it just comes down to doing the work.
For this sprint review, we continued our work on different components to make up the whole of our game. My partners worked on their respective items and did a good job with the things we needed to do. Some assignments got in the way for all of us which led to this sprint being a light one for us as a group but this will be changed next sprint. For me, this sprint consisted of creating a menu manager system in which the player can access different menus we have such as play and the inventory as well as creating the level movement system.
The main important part was creating the level movement system because it would allow the player to traverse forward and encounter enemies within their run. This was achieved by instead of having the character move, I just had the whole level move to give the player the illusion of movement. This was inspired by a subway surfer level in which it goes infinitely but we will stop it at a certain point. There is a trigger at the end of every level prefab to indicate when the next part of the level needs to be spawned.
This system is also flexible for any of my other partners as they just need to create a level prefab and just add it to the array. The script will handle the spawning and placing levels. It also will handle deleting the levels that aren’t needed by deleting the pieces behind the player.
I also took some time to organize our trello board and backlog. As some of the vision of the game has changed and with time restrictions, I went through and looked at what the actual important aspects of the game are that we need to focus on for the rest of our sprints. Things like getting multi character working and resource gathering work in every scene. I redid the organization of the backlog with this information and it provided a way better and cleaner timeline of the things we need to focus on for the next couple sprints.
Another thing I worked on was a menu manager system. As of right now, it just loads the scene. I am going to talk with my designer with the idea of incorporating levels by having the scene load within the scene. This might be beneficial as we might not have to focus on getting so many variables across scenes when we can just load the scene we want within the scene we’re in. This scene loading is something I am experimenting with to see how well it works with our game and its variables.
I also had a light/kleenex playtest with my friends to test out some of our individual components to see what they thought. As we didn’t feel like our alpha build was enough for a playtest, testing the individual components was the next best thing. The main point that was brought up was the idea that these individual ideas are cool but definitely need a level of combination because it will help flow the game better and actually be fun being able to experience the game as a whole. One thing they want is the idea of automatic combat being actually automatic. Before the new iteration of combat, they experimented with the combat where you had to press a button still and while to players it wasn’t the biggest deal, they would still have liked for them to have to just watch and learn through the gameplay of what to do if they died and improve their characters.
Hello my name is Mo and as a part of my mobile game development class, we were told to create either a puzzle, idle, or merge game. The game that me and my partners are making is called Dead Water. Dead Water is an idle dungeon crawler game in which you create a team of three characters to fight through an infinite dungeon. Your team will have a time limit for how long they can stay in the dungeon. The farther your team can get the harder the enemies will get but the better rewards you will receive.
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