Game amendments.
Since last week, I have been able to complete level 2 and 3 and add them into the game so that when the player reaches the end of level 2 the game then loads level 3. Once I had gotten to this stage, I created another updated build of the game which I then sent to a small group of friends to play test and gather feedback.Â
Some of the feedback that I got from them when I asked them what they thought of the game was:Â âThey enjoyed the quirky hand drawn art style.â
When asked What improvements could be made to the game, tester 1 responded with:Â âLevel 1 needs more oxygen health pick-ups, as the character gets a third of the way into it and then dies due to the lack of oxygen health pick-ups.â
Tester 2 said:â The game could do with more enemy variations throughout the game, because currently there is the shark, jellyfish and sea mine obstacles that damage the character.âÂ
Tester 3 said:Â âI hope to see some form of outcome for the doubloons and gems that can be picked up throughout the game as currently they just add up a score.â
With this feedback in mind, I was able to add more oxygen health pick-ups to level 1 as well as making sure that there are plenty oxygen health pick-ups in the next set of levels.
With the feedback in mind I began working on level 3 using the blueprint that Will drew up along with his backdrop and foreground assets that he created for the accompanying level.
When adding some of the shark assets to level 3, I began to run into a problem with getting them to move towards the player as the trigger that was attached to them didn't want to register the player character into the trigger, this I overcame by creating 3 empty game objects that would then spawn in the sharks and staggered times to create a gauntlet of obstacles for the player to avoid.
With all the assets now in place as a team we implemented in the final ending cut scene in the style of a digital comic that explains the final outcome of the diver character.
-RhysÂ
















