Week 13
In this final devlog we begin to settle down after a busy few weeks of working on the game, and respond to the feedback we received in our testing sessions.
Testing Response
Testing was very successful and we got some incredibly helpful feedback, we learnt about how the player feels about our weapons. We found that the weapons that players liked most was high damage guns that felt good like the AK47 and the Lightning gun while lesser guns which had usage but were less versatile fell short like the laser gun and the bomb gun.
In response to this feedback we made some changes to the following guns:
Bomb Gun -
- Damage Increased
- Detonation time significantly reduced
Lightning Gun -
- Damage increased
AK47 -
- Clip size reduced
Laser Gun Ray Gun -
- Reworked and damage increased (see below)
We chose to nerf the AK47 as the gun was just too good and was limiting play time on other weapons, we didn't want to lower the damage so we are trying to lower its clip size along with its reserve ammo so it's not as reliable.
Other quality of life improvements include: adding scrolling weapon changes, damage indicators via floating numbers, and the last 3 enemies in a wave will glow through walls, to assist in finding the last stragglers.
The ray gun has been partially reworked, it now pierces through all enemies in its path. Damage calculations were also changed, but we must keep an eye on it as it is now a much more reliable weapon (rather than a discount AK47).
Project reflection
Our Goal for our game was a fast paced shooter with lots of different guns. We wanted to have robots as enemies and have a half robot half human hybrid as our main character who would use the robotic hands from the enemy to attach to their arm and shoot.
Gameplay
The base game i.e. Movement and shooting is really solid and a great foundation to any shooter game with good feeling guns, a nice variation to each gun which gives them their own usage and purpose. The movement feels great, with air strafing and complex movement being very important and a goal of ours.
Enemy behaviour is something that we want to work on a little more, its there and its very capable but it could be a little more interesting or dynamic to the point that there is more interaction when the enemy is close, for example when the dogs are closer to you they could pounce as if they were attacking the player but overall the enemy behaviours work for the game and are very usable.
Game and level design
The Design of the game was something that never got 100% realised, full assets never got super far for the main character, enemies and guns. The assets for the guns were mostly pulled from the internet (Links below) and were originally place holders until we got finalised assets but as our scope increased with the complexity of the project, they were never completed and would be the first thing that we would focus on in further development. This then makes a vast visual clash between the style of our level and the guns but for a game prototype it isint the end of the world.
The original concept of the level was to have lots of different sections that all were connected in a middle section, we only got the design of a single section completed though. As a demo it gives a good idea of the direction we want to go in for level design but also makes the game feel a bit cramped at the moment. This would also be our next goal as a team.
Overall we believe that Hands off Hands on was a successful game, it shows great promise with really solid foundations with its great movement and shooting and has really good game mechanics at the base of the project but is currently lacking the polish that another stage of development would give it.
As always, thanks for reading! And take it cheesy :)
Model References
Laser gun
https://poly.pizza/m/DIcib0mihf
Lightning gun
https://poly.pizza/m/Nl8qWErOw2
Golden Gun
https://sketchfab.com/3d-models/golden-gun-2d5df7e76d22410caa23b8555e726a97
AK 47
https://assetstore.unity.com/packages/3d/props/guns/low-poly-gun-pack-4725
Tank Enemy
https://www.models-resource.com/pc_computer/quake2/model/11898/
Dog Enemy
https://www.models-resource.com/pc_computer/quake2/model/11897/
Level pack
https://assetstore.unity.com/packages/3d/environments/industrial/modular-industrial-set-214374
Level Objects
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