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Showing posts from November, 2023

GG

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  Pictured, me and this semester but I'm not sure which of us is the one doing the punch. Its over! assignment handed in; we are done people. Thank you for the fun times and I hope you enjoyed the blog. I have actually enjoyed writing this blog and I intend to continue writing here as I keep up the game design work over the summer. Maybe I'll see you around.

Assignment 3 Postmortem

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I can't find a good image for this post, its due in three hours cut me some slack. Ok, we know the format at this point. Assignment 3 Lethel Cuts, good and bad, Successes and Failures.   Successes Everyone had fun, this is a big one. I was really afraid of going into playtests with a buggy game that people just didn't want to play but for the most part our testers had a great time. I know that it being multiplayer really affects this because even a boring game played with friends can be a good time but its still a good thing.  The intensity bar. Turns out to be a great mechanic once the players understand it. people enjoyed how it worked in a competitive match but also would experiment with it on friendly terms with their opponent to see what they could do with it and how it effected the game. art and music, many people said our game looked and sounded great which was something I wasn't thinking about until it came up but I'm very happy about it. All credit goes to the

Assignment 3 Iteration and Changes

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  Just because I had to work on assignments doesn't mean I'm missing Halloween. I'm working hard, the whole team is, its coming up to end of semester and everything is due. After much playtesting and many meetings with the team we have agreed that some things need to change in Lethal Cuts. Blocking is terrible, its not fun or effective. Infact most people couldn't figure out it was a block without it being explained. The Air attack is kind of useless because it only works against other characters in the air and as there isn't any other reason to be in the air its just not used. Worst of all and maybe this is a result of the other issues, every match becomes both players slamming the attack button as fast as possible while standing in front of each other. The silver lining is that apparently thats pretty fun as most of our feedback has been really positive.  I think, and play testers agree, that the game need more movement and more reasons to move. As such I want to