TWLUTL - 3 Weeks Left


Our team concentrated on both gameplay tweaks and technical enhancements to improve the overall player experience throughout the first week of development. Choosing appropriate background music that may improve the ambience and better draw players into the game world was one of the first jobs. To make the gameplay more dynamic and captivating, we also experimented with different camera views and included new audio elements.

 

The concept of providing adversaries a random pool of health at spawn to make battling feel less predictable was one of several design ideas that were addressed. To improve the sensation of urgency and danger, we experimented with varying enemy spawn rates between levels, making them much greater on survival stages and slightly higher on elimination stages. We suggested health packs that might provide gamers a little healing to counterbalance this.

 

We also tested camera panning to improve player awareness because it was crucial to make sure that players could still see dangers before they attacked.

 

Our programmer put a lot of effort on several technical improvements in between. To provide players a better picture of their progress, an enemy counter user interface was created, and the player health and ammo bar were overhauled for clarity. To provide smoother pacing, the opponent spawn logic was re-implemented with a steady decrease over time. Projectiles can now ricochet off walls for strategic benefit thanks to a new enhancement called the Ricochet Shot.

 

To make it more challenging, the number of adversaries in survival mode was increased to 25, the sound design was improved to seem more natural rather than monotonous, and the camera shaking effects when players suffered damage were added. A tail-sprite particle system was added to projectiles to improve their looks, making them appear more dynamic and cooler.

 

Over the next two weeks, the team's focus switched to presenting and growing the content. We started creating a boss level and a new level with a warehouse theme to increase the challenge and variety. Supporting this, new warehouse assets were modelled and textured, and a 3D elevator was created to contribute to environmental storytelling.

 

The Colourfully InkBottle weapon's eye-catching particle effects were made, and we added a new main menu background with revised buttons to the user interface. To keep our players informed, we added fresh information to the itch.io page in addition to in-game development, such as screenshots, a gameplay trailer, and blog entries from our development diary. Last but not least, we created a pitch presentation for industry clients, where we discussed our progress and got insightful input to direct the following stage of development.

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