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Comment History
yjxqwed
yjxqwed - - 4 comments @ The Gold Rush

NB!

Good karma+1 vote
yjxqwed
yjxqwed - - 4 comments @ The Gold Rush

This week, we mainly worked on polishing our game and made our game more professional. We made our UI more cohesive and fancy. In the selection scene, we add more interaction when the player selects character. In terms of feedback, we added the screen shaking effect when the gold mines bursts. Based on last week's feedback, some people still find it confused when some characters can carry three golds while others can only carry two. We add an indicator to each character to make it more clear. Also, we changed the background music to make our game more intense. We made the music more intense and made the slider on fire to indicate that the game is about to end.

In the feature, we will keep working on the UI and make our game juicier. We will refine the game end scene to associate with the background story of our game.

Good karma+1 vote
yjxqwed
yjxqwed - - 4 comments @ Builds

Last week, we polished the UI and characters’ animation. We redesign the four characters. Now their animations are juicier and have the same art style. Based on last week’s playtesting feedback, some people believed that the boxes are irrelevant to our game. Players tended not to break them. We decided to add two new items to our game. One provides a speed buff, and the other one is a shield. These items can be obtained by breaking boxes. Some people said that they counldn't tell who is p1, p2, p3, and p4 in the final scoreboard. We added the player id indicator to resolve this problem. Also, some people said that they could not choose between the red team and the blue team. We redesign the character selection scene to give players the freedom to choose their team. Besides, people said that it was not clear when one team was going to win. We use a progress bar to make it more clear. We also implement new mechanism that player can heal themselves when they return to their bases. As for professionalism, we polished and added more audios. We also implemented the scene transition for our game.

In the future, we will keep working on the game balancing, since we will introduce several new mechanisms. Since we haven't finish color palettes, we will also keep working on color palettes to make our game's UI fonts softer.

Good karma+1 vote
yjxqwed
yjxqwed - - 4 comments @ Bat

This week, our group has redesigned the four characters. We polished the animation, and we tuned the parameters of these characters through playtesting. We made lots of modifications to our game based on the feedback from our playtesting sessions last week. We worked on the special ability of Ninja. Now Ninja can dash through walls and other game objects. We fixed the bug of the Ninja's dash, which could dash out of the map and get stucked. Now Ninja can dash through enemies and their base to steal gold. Based on the feedback, we find that a cooldown system and a health system are very important. Since many players didn't know when they can cast their abilities and how much damage they made. We add a cooldown bar and a health bar for each character to solve this problem. As for the guidance system, many players coundn't get the abilities of our game characters. We polished the character selection page, and we made cards for all characters, which includes a concise description of their abilities. We also display the power, health, speed, and their gold capacity with UI icons. Based on the feedback, we also add attack feedback in our game by adding more animations and audios. We also improve the scoreboard UI, fixed the clunky movement issues.

In the feature, we will keep polishing the four characters and introduce more items in our game. Also, we will try to tune the parameters of our game to make the game more balanced.

Good karma+1 vote