The playtest would commence in the middle of the week, so Monday-Wednesday was spent tweaking the rat animation and retexturing to give it a cuter, friendlier face.
The feedback from our game was plentiful, as luckily we had no shortage of people who wanted to try it. A few bugs were fixed there and then, but broader concerns were about the lack of things to do in-game, as well as lack of UI that led to less apt gamers becoming confused. They also seemed to get lost a lot in the level. But when told that later we would add NPCs to chase the rat around, they expressed sadness – they liked roaming free. The parkour elements were also slippery and imprecise.
Once the playtest was over, development on the NPC family began – though with considerations as to the player’s wants, we had to discuss how to balance them properly. Refinements were also made to the dialogue system.




WEEK 5 TASK BREAKDOWN:
Parker:
– Bug fixes after feedback
Hugo:
– Tweak rat animation and retexture its face
– Start on the human NPC 3D models
Indiana:
– Redesign of level elements based on user feedback
– Continuation of whitebox development
– Creation of titlescreen UI
Chen:
– Addition of tutorial NPC dialogue
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