Welcome back to another TeamTopHat development update and in todays post, we will be talking about a new progression system we implemented to help better the flow of the game, as well as our dive into gathering data and a plan for a new level!
New Progression System:
A big change we made to the game was the implementation of a new level progression system. The old design was fairly straightforward in which you would gain a key after completing each room, these keys would be used on the doors leading to the next level. The new progression system follows a similar flow, in which you complete a level, gain a statue item and insert that onto the statue, which will point you to the next level and open the door.
You may be confused on where the statue came from and how it relates to the game progression. Each level contains one statue piece, i.e. a cane, hand monocle and hat, once getting that statue piece, you would insert that into the missing slot on the statue and progression continues. The reason for this change was due to how simple the progression of grabbing a key and using it on the next room is as it has done many times before, we also wanted it to closely match the tone and story that we were presenting.
Dungeon Maze Level Production:
We are working on the next major level, which will serve as revamp of an existing level with more interesting puzzles and an improvement to aesthetics. The change was due in part to the original level not being fully developed and was planned for months, now that we are working on this, we will ensure to provide a fun experience and update more on it's progress! Furthermore, our dedicated asset artist will be providing us his talent and working on an asset pack for this level.
Added More Story:
We have added more story elements to the game through the use of environments, game flow and the inclusion of more story notes that can be found throughout the game. This will give more insight into the story of our Protagonist, the Mansion and the current set of events that are being transpired.
System Analytics Testing:
Lastly, we have delved a bit into showcasing data using the Unity Game Engine's toolset and plug-ins. If all goes well to plan we will be able to collect tons of data on player movement and what areas people are attracted to the most. This will help us determine if all players perform the same player pathing or if each experience is different. Overall this looks very promising and will provide more updates to this as development continues.
Upcoming External Testing Session:
In the upcoming weeks, we will be conducting an external testing session for more test data and feedback. This will be done with volunteers who have consented to testing our game and providing feedback, as well as our peers joining in on the playtesting. We are excited to see people's feedback on our game and will provide more updates once the testing session has occurred.
Conclusion:
Thank you for your continued support and expect another development blog within the coming weeks!
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