Prototyping to Playtesting


Welcome back to another devlog! We’re going to be talking about our upcoming prototype! I know it seems all we’ve been talking about prototypes, so what is different about this one? 

The prototypes we had been making the last few weeks were for testing our ideas what we liked and didn’t like and see what’s the best fit for our game. This prototype is different it’s our first playable prototype that our class will be playing and our build-up to our Vertical Slice milestone! 

Before showing off our prototype we had a playtest Friday afternoon to make sure the game was in working order and was playable. After the playtest we decided to make a few changes to controls. But we also decided to completely change the map. We realised our originally planned tutorial was a bit too complex. This map solely focuses on one in-game challenge. 

This was the best long term to get the players used to the controls, especially with placing obstacles. Over the next two weeks, we’ll be focusing on implementing the obstacle placement system so it’s playable for our upcoming vertical slice in two weeks. 

We also made even more decisions on the style of the game on Thursday and Friday - we wanted to make life as difficult as possible it seems! After discussion and reviews, we changed the art style. (Emmet will be discussing this more in-depth later this week). For the moment I’ll show a screenshot. Looks different right? We changed the colour scheme and we wanted the game to be brighter and more appealing. 

We're really happy with the changes and we can’t wait to show ye all very soon!

Out of context quote of the week: It rains 195 days a year in Hawaii - Ryan, 2021

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