Friday, April 4, 2014

This is why we can have nice things

2 weeks have passed in the last quarter for the production of the Grind and I have accomplished a lot based on our playtests and design meetings. First off, all of the levels, excluding one have their lighting completed. I used a combination of static light for lightmapping and 2 dynamic directional lights that only affect the players and enemies so they pop out a bit more from the scene. The dynamic lights also allow the players to receive a bit more visual feedback of their positioning in the level; this makes jumping on platforms much easier.

I also adjusted the experience gain based off of a new formula. The new formula helps players level in a manner that the designers wanted originally without disrupting our gameplay in a drastic manner. Because the formula is applied on a per level basis, we can properly adjust for differing variables in the formula. 

(average player deaths in one level x 100) + (how many levels we want the players to level up x 100) = total experience allotted per level

The experience change is not the only major change to level design. Enemy health and experience got a pretty big buff. This allows for less enemies to be on screen with a stronger emphasis on last hits, a core game mechanic. Because of these changes, the designers have much more control over total game length and level length.

The last thing I worked on was a layout rough for the website. It still has a long ways to go but the wesite hierarchy is ready to go.

And so continues the grind to completing The Grind.

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