8: Playtest 2

Time for a major playtest of the work done so far. The game mostly worked as planned with some points to consider:

  1. Light navigation mainly works as intended. Players navigated the space well enough, but some reports about “feeling lost” by the middle of the game were present. I think this can be solved with implementing some story based “instructions” telling players the main principle to follow the light, which is designed in the way to put player on the right track. (destroy some lighting that isn’t relevant after activating a key?)
  2. Connection between keys and main door must be increased. Players reported that game is lacking feedback after activating main door keys. This can be improved by: A) changing colour of the cubes according to the panel colour B) when the key is triggered, show cutscene with panel lighting up on the main door (like the final one when all 3 are activated) (might need to learn Cinemachine)
  3. Nobody took the front door path which means light in the area is set correctly as players were taking exclusively the path intended.
  4. Some technical issues to fix: jump, elevator slow down, bring final trigger closer

Additionally: make intro cutscene, fix clipping cubes, loading scene

After the playtest I see that the game needs minor fixes, but in general the game works as intended, what means I can continue with the rest of the area. I will fix the issues first to have the project ready just in case and then just technical work to develop the game in size and test the navigation system in various environmental situations.

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