First official play-test! [Week 3]
- Narisa MacLeod
- Feb 22, 2018
- 1 min read
Updated: Apr 14, 2018

It's been three weeks since the trimester began! Today marks the first of our fortnightly play-test sessions during class.
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For our first play-test, our primary focus was gathering feedback on the art style for our combat unit sprites.
Based on the feedback, we saw that the attacking and defensive units needed more visual differences to differentiate them clearly. We realized during the play-testing, some of the testers were confused which were the attackers or defensive. To be fair, we did have six units on the screen, but only one was clearly not like the rest. The other five, however, looked alike with the additional confusion that you could only interact with three.
The play-test highlighted a bug in the hover-tank's animation. The bug was that the tank would never stop moving, when it should be playing its idle animation, once it had reached its destination. Speaking of animations, some of the players commented that the idle hovering was moving too quickly. It looked closer to "kangaroo hopping".
With this in mind, our vision-holder who is filling in the role as our animator already has plans on how to address these issues. He commented on slowing down the animation frames to make it closer to "hovering" rather than "hippity hoppity".
On week 5 (March 9th) is our second play-test. For the second play-test, our goals are:
Movement - Do the animations and movement system feel smooth and natural?
Combat - Does the combat system work and make sense to the player?
Any changes we need to make to either movement or combat?
If possible - implement sound and grid overlay
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