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Dev Log

Play-test #2 [Week 5]

Updated: Apr 15, 2018

Week 5 has arrived, and that means it is time for our second official play-test!

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Let's get right into it, shall we?


For the second play-test, we were looking for feedback on the following:

  • 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

The short version of the results that our survey gathered was: bugs (many...many bugs) and that the combat system, unfortunately, was not fully functional. The defensive unit sprites underwent an overhaul; so now there is clear visible difference between attackers and defenders.

The longer version:

With the grid overlay implemented into the game, it was easier for players to understand the movement system. With that said, most did not fully understand their units' movement and attacking range. We will need to implement a grid highlighting so they can see which of the hex-tiles available they can move too, and when they can attack the enemy.


We need to make the player's available action points more clearer, as many did not realize they have limited action points, therefore unaware when they needed to end their turn. Therefore we still need to tweak making the combat and movement system to be easier for players to understand.


The turn-based system was not fully functional either. Some testers noticed that the test-build would believe it was the enemy's turn when it should have been the player's turn instead. Most of the feedback we got from the testers requested including more player feedback, which is what we will be focusing on before the next play-test.


We did manage to implement some audio for the units into the play-test build. Unfortunately, not everyone had working sound, which made the audio portion of our survey redundant.


On our week 7 play-test (March 30), our primary focus is getting feedback on the audio. However, until then, we will be fixing the bugs that still lurk in the coding. Once again, making sure that the combat system is functional. Make it clear whose turn it is during testing, and tweaking the grid overlay to make it clearer in regards to movement and attack range.

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