Monday, 2 November 2015

Demo Results

So Monday marked the first presentation of our games for the development module so far. For the past 2 weeks or so I've been working on a variation of the Western themed shooter that I've been designing. The mechanic of target shooting has stayed the same however I've chosen to lock the player in place and situate both players next to each other. I made this change because if both players could see each other then I would need to spend a lot of time making character models and animations. Locking the players in place together meant I could have a nice looking game without the need to make character models.

In preparation for the game demo I made a google form with some questions on it to record peoples feedback for my game. I asked questions about everything I'd currently implemented such as the characters shooting ability, the targets and the dual wield power-up.

Character Shooting - Overall the feedback for the shooting was that to firing was too slow, even   though it was meant to represent a revolver, and that the aim sensitivity was far too high. Changing each of these is very simple and just involves adjusting a few variables in the inspector. Other feedback around the character was that UI elements were too small to notice.

Targets - The size of the targets was commended however many people said adding a variety of sizes worth different points would be a good idea, which is something I was planning to do. Moving targets was also something that was suggested that I'd planned to do meaning I'm along the right track in terms of targets for the game. The only suggestion I hadn't planned was to vary the spawn rate throughout the game. Either a random time generator or perhaps more spawning as time goes up to ramp up the pressure of hitting them.
Re-sized targets

Dual Wielding - A common comment about this idea is that the controls are confusing. I'd set it up so that LMB fires the right hand weapon, like in most games but then RMB fires the left gun when active. This was a bad move because it confused most people, even myself at times. A few comments suggested sticking to LMB alternating the shots rather than 2 separate buttons which I agree with. One person suggested adding tougher targets to make use of the extra fire power which I quite liked the idea of.

Enjoyed - People seemed to enjoy the whole concept of shooting targets in a shooting range style.

Disliked - The things that cropped up the most were the using alternate mouse buttons to fire, the sensitivity and the small UI messages.


Taking everything into account I have plenty to work on to make the game smoother and more enjoyable as a whole a few of which I've already started on. Refining the shooting is the feature because it is the main element of my game.

Re-sized UI text

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