week 6 devlog
From the feed back obtained during the 3B testing session i was able to polish my game a significant amount.
this included...
Text scaling and quality
My original text had been scaled up too little to be readable to those with issues regarding sight and had caused the text itself to be lower quality.
Figure 1
Ensuring the scaling was set to 1 across the board and changing the text size itself to a higher number made the screen feel a lot less empty and allowed the text to be readable to a larger variety of audiences as shown above in Figure 1
Shield clamping
Another bug seen was the clamping of the shield had been off this included the shield being able to clip through the ground on the right side and barely just reached above the ground on the left side. After some testing with values this issue has been fixed and the shield rotates much smoother.
Figure 2
As shown above in Figure 2, after some testing the clamps feels a lot more balanced between both sides and allows the player to cover the entire arc pretty quickly leaving a tiny bit of challenge.
Anchoring and UI
The anchoring originally had left some buttons and text weirdly placed around the screen causing weird graphics this has since been fixed using unity's anchor system to make sure UI elements stayed the correct place. Additionally the health value has been changed to a health bar to fit more with the retro pixel art theme that crystal defenders aims for.
Figure 3
Figure 3 depicts the health bar that decreases by 20% of its size for a max of 5 hits per level.
Figure 4
Figure 4 depicts the timer that goes up to 1 minute and changes the level once a minute as passed.
Shooting functionality
The last major changed introduced was the shooting functionality which replaces the second shield idea originally intended for later levels.
This was suggested during the testing session as a way to reduce repetitive nature of two shields.
This is shown in Figure 5.
Figure 5
Overall i was alerted to a lot of things i wouldn't have noticed in this testing session, and this allowed me to polish my game and introduce new features from better Quality of life improvements to revamps on the game's concept.
Crystal Defenders
More posts
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- Week 3 devlog40 days ago
- Week 2 devlog47 days ago
- Week 1 devlog54 days ago
- Concept63 days ago
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