• Register

This member has provided no bio about themself...

RSS My Blogs

Rent-A-Bot DevBlog 3

dgeorgi Blog

Rent-A-Bot - Mid-Week Update 12/06


What's New?

We are releasing our final build of the game! We’ve added tons of juice since the beta playtest

  • Bug fixes
  • Added visuals to all machines
  • Added new UI
  • Added a Highscore system
  • Added footsteps to robots
  • Updated tutorial for 2 player learning
  • Improved interacting with objects when other objects are overlapping

What’s the Motivation?

The goal in this final stretch was to polish and apply a fresh coat of paint on the entire game. We fixed some bugs we noticed during the beta test and improved on visual and audio feedback to give the game a really juicy feel. We revamped the UI and added better victory and defeat screens.

What’s Next?

This is it! We are very proud of what we were able to do with this game! Who knows, maybe one day we revisit Rent-A-Bot and our favorite Foreman.



We’re always open to suggestions and feedback, so feel free to reach out!

Builds:

Indiedb.com


Rent-A-Bot DevBlog 2

dgeorgi Blog

Rent-A-Bot - Weekly Update 12/04


What's New?

We were able to tackle a lot of our tasks this week and have made some significant changes and updates to Rent-A-Bot:

  • Made hazard fixing more engaging with the addition of quick time events.
  • Cut down on the amount of recipes players can fabricate (from 3 to 1) to simplify player guidance and be able to cut down on redundancy.
  • Cut down on the amount of tools needed to fix hazards in the toolbox (from 3 to 1) for the same reason as above, and instead made dealing with hazards a harder and more exciting but easier-to-understand task with quick time events.
  • Revamped tutorial to have less text, introduce disasters, and flow more smoothly.
  • Fixed a multitude of significant conveyor belt bugs.
  • Made interactions feel better in addressing a few bugs, specifically the fabricator bug that made it difficult for players to interact with it once it already contained a resource.
  • Adjusted level 2 so players are no longer able to physically move outside the level.
  • Added screen transitions within the game to add a professional feel.
  • Balanced the pipe leak hazard by reducing the slowing effect of the water and making the pipe burst more obvious.
  • Added a score system.
  • Removed level select to not allow players to skip over the tutorial and ruin the learning curve.
  • Tied in level progression with the frequency of disasters.
  • Made the feedback for when the timer is low juicier.
  • Completely redesigned level 4 to work with just one recipe while keeping the level challenging.
  • Created a new level (level 5).


What’s the Motivation?

The goal this week was to really polish and clean up in a lot of areas to improve player guidance and the overall learning curve. We improved our tutorial system, made the recipe system much simpler, and added a multitude of new aspects players might find challenging within the disaster system and in our new and revamped levels. We took some time to polish certain aspects of our game while addressing numerous bugs that were encountered during our last playtest.


What’s Next?

For the next and final iteration, we’re planning to:

  • Add a final coat of polish and juice
  • Address feedback from this week’s beta



We’re always open to suggestions and feedback, so feel free to reach out!

Builds:

Indiedb.com


Rent-A-Bot DevBlog 1

dgeorgi Blog

Title: Rent-A-Bot - Weekly Update 11/20


What’s New?

This week, we’ve made many exciting updates to Rent-A-Bot. Here’s a quick rundown:

  • Adjusted Controls to allow throwing items over conveyor belts easier
  • Fixed the issue with items piling up and not being incinerated at the ends of conveyor belts
  • Overhauled the sound system for cleaner development
  • Created a new Main Menu screen that now utilizes a gamepad
  • Created new levels that introduce mechanics at a steadier pace
  • Added tutorial prompts and [Tutorial Man] to help players learn the game, name’s a work in progress
  • Balanced disaster frequency and win conditions based off recent playtests
  • Added tools to the toolbox, each tool being used for a specific disaster
  • Added particle effects for better visual feedback when interacting with machines
  • Improved level visuals and lighting


What’s the Motivation?

Our primary goal this week was to improve player guidance through more visual and audio feedback, a better tutorial prompt system, and a relatable [Tutorial Man] to help the player out. By dividing the resources, recipes, and disasters into their own levels we aim to increase the associations between different resources, machines, and their uses.


What’s Next?

For the next iteration, we’re planning to:

  • Add co-op disasters that require teamwork to overcome
  • Implement QTEs to add depth to disasters
  • Enhance player guidance
  • Add really juicy feedback and visuals
  • Collect tons more feedback from playtesters and the community


We’re always open to suggestions and feedback, so feel free to reach out!


Game Builds and Links:

Builds for Windows and Mac