Kartik: Recent Accolade, Updated Main Menu, Player Abilities, Fine Details
First of all, we won an award!!
We won the Best Student Game award at IndieBits 2017. We are super proud and very excited about this achievement and hope to continue to take this game to other local shows to gain more recognition.
This update might be a bit short due to how busy this week is (and last few weeks have been), in spite of the significant progress that has been made.
One immediate change you’ll notice about the game is the update main menu. The previous main menu had been feeling very “dead” to me, nothing about it felt alive and the design didn’t match the energy and excitement of the game. Take a look at the new main menu:
The design is by no means final, but it is far more in line with the aesthetic of the game and feels much more alive. In the video attached at the bottom you can see how the elements are animated and breathe life into the previously dead menu.
I have plans to make the text a bit more readable and to improve on the visual of the icons along the side for more clarity but those are on the back burner until other work is completed.
One major critique we received from one of our recent playtests was that there is no compelling reason to choose specific characters from the main menu. Our solution: player abilities. Each character is going to have a unique ability that adds significant flavor to the gameplay. The two abilities we have completed thus far are Power Punch and Grappling Hook (names subject to change)
These abilities are activated by the left trigger (giving symmetrical controls on the controller) and have a set number of “Charges”. See the UI below:
Each time one player uses their ability, the other player’s charges are refilled by one. That, and Twinsanity, are the only ways to refill your charges for your ability. This goes hand in hand with the cooperative gameplay that is already well established in the game, and we hope it works for players as well as it works for us.
These abilities are going to be used mostly for crowd control and strategic maneuvers, though balancing their usefulness is certainly going to be a huge challenge. None of these abilities are going to do a whole lot of a damage, their primary usage will be to move/stun/relocate enemies around the map to make them easier to kill.
We can control the maximum number of charges an ability might hold and plan on using that as a balancing tool and a gameplay tool to encourage various play styles. We hope that the other ability ideas we come up with will be equally fun and engaging to use, and that each one will have an interesting play style with another.
As usual, a slew of smaller changes were made (bug fixes, tweaks, other miscellanea) that don’t deserve their own category so here they are in a concise list:
Bringing attention to the wave instructions: A lot of people seemed to miss the small bit of UI on the top left corner of the screen that showed you how many enemies you have to kill, or what the special instructions for a wave were. Now, a small animation pops the UI close to the center of the screen and brings attention to itself before it pops back into its position
Wave end communication: Some players were confused about whether or not they’d defeated all the enemies since the only communication that a wave was finished was the UI that indicated the beginning of the next wave. Now there is a flashy animation that indicates that you have successfully cleared a wave, not only rewarding the player more but also better communicating their success.
Sleep frames: This is something that we have been struggling for a while with. We wanted to be able to momentarily freeze the game on important moments like hooking an enemy or landing a huge hit (a lesson learned from Jan Willem Nijman’s excellent “Art of the Screenshake”) and we finally managed to get it to work mostly bug free.
Improved loading logic: Previously, the game would have a variety of issues related to loading and these have mostly been dealt with
Balance: regular shooting enemies move a bit faster and are a bit more squishy, rocket dudes are more tanky.
Polish: Cans now explode into a puddle of soda, layering of enemies and bullets and environment has been improved, Twinsanity auto-disables at important moments to prevent awkward slow-motion.
That concludes this Development Update, thanks for reading. Stay tuned for more fun announcements and even more content!