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Dev Log

Play-test #4 [Week 8]

  • Writer: Narisa MacLeod
    Narisa MacLeod
  • Apr 3, 2018
  • 2 min read

Updated: Apr 14, 2018

It has been 8 weeks since the trimester started, with fortnightly play-tests in class. We have come a long way from our first play-test, with last week signalling our fourth unofficial play-test.


For our fourth play-test, we wanted to test and receive feedback for the following:

  • Hex-grid / Player movement ( Is it clear how far players can move? / how did players know they could not move to a tile? )

  • Unit Movement (could certain units move to tiles the others could not?)

  • Combat interaction (what do players see when the attacking unit succeeds/fails against an enemy unit?)

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The feedback we received highlighted some issues we were already aware of, and revealing a game-breaking bug in the game. The first issue was the environmental obstacles having a different color compared to the rest of the tiles - something we planned on addressing during the following week.


Hex Grid

The grid clearly showed which tiles were passable/impassable. There was an issue where the mech unit managed to clip through the impassable tile, which is something we will need to address. Our lecturer offered a solution to prevent this from happening again.


Gameplay

In I Will Prevail, we want the players to play from the villain's perspective. As such, it was suggested to us to give players a limited amount of turns to complete their objective. This will put players into the position where they must take on aggressive tactics, leading to the idea of how you are the villain who is going all out to achieve their mission.


Another suggestion was to ask confirmation if the player would like to end their turn, if they still had full action points. In the video recorded by our lecturer of his play-test, and our own test, we had instances where we unintentionally ended our turn. Having a confirmation screen pop-up will help prevent the premature ending of a player's turn.


Currently players need to manually end their turn, and wait for the enemy to do their turn. It was suggested we have the player's turn end automatically as soon they run out of action points.


Combat Interactions

Our lecturer was able to devise a strategy based on the visual appearance of the units on the screen. He did suggest we either 'tutorialize' or give players some 'throwaway' units to let them see they can afford to lose a unit.


It was brought up in previous classes to include a visual feedback for players, to see the range of the enemy units.

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We were aware of few of the issues that our lecturer had noted. We plan on addressing those issues before the official Week 9 play-test on Friday.


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Introduction of the game and brief pitch.

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