6/03 - Critique and milestones for the next two weeks
6/08 - Mini critique to make sure we are moving along still
6/10 - Some members will be at the graduation rehearsal. If you are not going to the rehearsal, be in class
6/15 - Milestones are ready for our critique on Thursday
6/17 - Critique and milestones
Yesterday we made a final decision on the control scheme. The game will now work like this:
Z, X -------------------- Attack
Space bar, UP arrow ---- Jump
Left Arrow -------------- Move Left
Right Arrow ------------- Move Right
C, P, Enter ------------- Pause
After testing, we will figure out what the best control scheme the player preferred. These are just a few ideas we tossed around yesterday:
- If the players health is full, they cannot collect anymore.
- One of the mini bosses throws horseshoes (this was based off a weapon Perry had made).
- Player can duck (sub idea if the the mini boss threw a horseshoe, the player can duck to avoide it).
Yo Trevor I don't know if this was on purpose but you had c,p, Arrow for pause. I will correct it, if it was right let me know.
ReplyDeleteIt is meant to be Enter, not Arrow. Thanks for catching and fixing that.
ReplyDeleteAs far as the level design team is concerned.. We haven't had much constructive feedback in the surveys we sent over Face Book. I myself plan to do some in-person testing tomorrow!
ReplyDeleteI was thinking that the attack commands may be to far for the player to use. Some people like to work in the same area when play their games. Is there a possiblity we could make enter, shift, or control an attack since the arrow keys are right next to them. A few of my testers had an issue with this last week.
ReplyDeleteI think that if we include a duck mechanic we need more than just one enemy that is projectile based otherwise it's a fairly pointless mechanic.
ReplyDelete