A Tutorial has hit the Video Game
"This game feels like it needs a tutorial" - Prof Chiu about 3 minutes before I drew this
Systems Upon Systems - the building blocks of games
Camera Swap works!
Magnet System
Checkpoints!
Physics
Collectable Gates
Coins!
So... What are we doing here?
THE PLAYER IS: Unit BRY-159, a robot worker in a factory of Varé Inc. But, they have bigger aspirations. Ones of wood, storage, and reliability.
They want to be a barrel.
Insisting to be called the name "Barry", his goal is to make it to where his bosses work and ask to be moved to a different division of the factory, so that he may live out his barrel dreams. He has to collect enough energy cells to power the doors on his way to where the bosses reside.
THEIR FRIENDS ARE: A couple of the robots are inspired by Barry's dream, and will assist him in his task. Others will happily assist Barry in return for stuff they need - like nuts and tools.
THEIR ENEMIES COULD BE: other factory workers that aren't so keen on Barry's ambitions (managers, mayhaps?)
The Beautiful Corner
What I Like:
lights + lighting (blue and red unintended, but looks awesome!)
bars on walls (breaks up repeating walls)
props (many for variety)
Improvements
weird wall flickering (due to the greybox?)
vaulted ceilings
more patterning on floor + walls
Playtesting Report
What worked really well?
Barrel mode
Player path
What needs improving?
the camera
player motivation (needs implemented)
nuts don't look like nuts (my fault)
Self Report
Findings:
Goals
Clear in my head, not in the game
Short term: collect nuts to exchange with NPCs for various goodies, complete levels for energy cells
Long term: collect enough energy cells to unlock doors to the next area
Game Control
Barrel mode is up and running
Obstacles in the way that can be solved with barrel mode!
More uses for barrel mode (more clear uses for it, at least)
Player Agency
Mechanic support the story / background of the character?
Environment
It's getting there
Lighting looks great
Pathfinding is on point!
Implementation
Animation is somewhat online. Others are starting to come together (UI, sound, particles)
No crashes in-game, framerate is smooth
My next sprints look like this (save for sprint requirements):
Sprint 4: The Last of the Foundations
Polish the gameplay
Camera issues
Mid term goals
Short term rewards (shop? what are you buying?)
Quests/NPCs fully functional
Plans for the Aesthetic
UI
Sound
Particles
what needs to be pretty-fied
tutorial setdressing
second pass beautiful corner
first pass tutorial section
Keep eye on scope
Change plan as necessary
Make note of what can easily be cut
Sprint 5: Filling the Cracks
hub setdressing + level design (determine I can do it, cut if I can't)
change things that arise
game feel
playtesting
second pass tutorial setdressing
Implement UI and Sound
remain flexible depending on what's needed
TECH FREEZE BY END OF SPRINT
Sprint 6: Polish
animations
fleshed out dialogue
asset polish/changes
fixing disastrous tech things only