Return of the Prototypes [Devlog 7]


What's up everyone?

This week we started off with a meeting on Sunday. We all gathered in the morning and finalized several aspects of our game that were still pending. Notibly, we concluded our list of powerups, we updated our Trello board with an actual Kanban methodology (TO-DO, DOING, DONE), split the tasks amongst us, finalized some challenge rooms for our proof of concept, and so on. Additionally, and of particular importance for the end ouf this second devcycle, we arranged what functional prototypes we would be building.

Overall, all prototypes will be tested in a single playground scene, in which the player will be able to freely move around and interact with whatever's in it. There are 4 main things we want to test and get feedback about on this prototype, so each of us got put in charge of completeing one of them. I'll let the other guys tell you what their focus will be, but for me, I'm in charge of testing the UI/HUD presentation.

We want to get some output on vital elements of the UI - the placement of the healthbar and powerup icons, whether they should have text, their sizing, overall style, and so on and so forth. To this end, I created 7 different HUD placements which our testers will be able to swap between in our playground. Additionally, each of these 7 HUDs have an alternative version with a different cooldown animation, no text and different style. Additionaly, additionally, I also included an option which hides the HUD (with the exception of the crosshair) unless the player shoots, uses an ability, or gets damaged. I wanna see if players like having their screen completely clean and empty unless necessary, or whether they'd like to be able to access their HUD information at any point.


I think I've dragged on for long enough, we'll be testing our prototypes with our focus group during the next weekend with the usage of a google forms to gather all the data we need. And that's it from me, see you all next week!


Lorem Ipsum,

- Diogo Silva



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