This week i have mostly been texturing 3D assets. The main focus have been on the Inquisitor character, which is one of the playable classes in the game. The Inquisitor is inspired by monks, at least in the early armor tiers. As the Inquisitor progresses, he will become more battle hardened, and shift from the classic monk look to a Van Helsing/plague doctor inspired look.
LADDERS AND HATCHES
This time I modelled and animated a ladder and a hatch for ascending and descending in the mines. When the player enters combat, the entrance will close behind them. There is no way out, until the player defeats all the enemies, in that level. Therefor it is important to emphasize to the player when they can (or when they can’t) enter the too next level. I had this in mind when I made the models and the animations.
Rotten Apples & Open Windows
This week and the week before, I’ve spent most of my time switching
from a dying macbook to a new fresh windows computer, so I haven’t
made a lot on Dreadmire, unfortunately.
The few SFX I’ve made this last couple of weeks is some ambience for the town/menu, implemented some footsteps on animations and worked on the primary weapon of the Scoundrel, which is a good ol’ bow. Now with a new pc, I have renewed energy and I’m looking forward to make a lot of SFX, without faulty hardware.
I have been taking another look at how the shops work and how they present the items for sale to the player.
We have restructured the shops in a way where the different tabs within the shops are now divided into “Offensive”, “Defensive” and “Utility” based categories, rather than being divided into “Weapons”, “Armors” and “Tools”. It may not sound like a big difference, and it really isn’t, but it allows for us to sort items differently and in a way that didn’t require for us to expand upon the shops to support new types of items, as they will now all fit within one of those three categories.
The reasoning behind it is that we have a range of off-hand type items that would not fit into either weapons or armors. We figured it made more sense to have categories based on the nature of the items rather than their type.
It is still an ongoing discussion that we will take up again once we get further into the production and balancing of the items themselves.
As you can tell from the image above, the amount of slots within each category has also been reduced. The goal is to hit a balance where the player is not overwhelmed with a huge amount of items to look through and choose from. Therefor also hit a balance where there won’t be too much space wasted on slots being empty.
Buying items from the shops is supposed to be a cheap and temporary solution to equip a hero with something mediocre, and at the same time a very expensive alternative to finding good equipment in the dungeons yourself.
You may be lucky and strike a good deal at the vendor. That should be obvious to the player fairly quickly, and not be something that you would have to figure out by analysing and comparing a whole heap of options. As such, we would much rather give the player the option between a fewer items whenever they are in town. The game is about dungeon crawling, not spending most of your time at an item vendor outside of the dungeons.
I have been going through some of the tooltips that we display when the player interacts with things inside the dungeons.
We have tooltips for when the player is hovering over elements, selecting elements and having one element selected while hovering over another. It is very much a task of figuring out what exact information the player needs in order to make informed decisions.
One challenge we face often is that we simply can’t fit the information needed into a frame, that is easily digestible for the player. This is often an indication that we may be heading towards solutions that are too complicated to display and understand, or that we are overestimating how much information is actually needed.
Having all of the information all of the time would be nice and convenient, but it is also an ambitious goal and definitely not necessary. We need to measure what the player is
considering for every interaction, and figure out how much of the information we can cut away and identify areas where we can improve upon the design.
Making great tooltips in our case is tricky since there are a lot of factors that needs to be accounted for in the game environment and with making the game for VR. The payoff however can be huge. We want our tooltips to be a powerful guidance tool that brings
convenience when it is needed.
IMplementing the charaters and they weapons
Anders Bruhn Pedersen
This week I’ve been working on implementing the various character models, aswell as adding animations for atleast one weapon type per class. In addition, I’ve also made use of Lasse’s support for reflection maps so that we now can make metal look much better than previously.
Gametesting and game effects
Joachim Brüel Gerber
This week i did a lot of playtesting, figuring out what stuff needs to get fixed in the game, from minor changes to bigger fundemental changes. Some of these changes consists of two effects, one is for the doors/exits and the other is for the glow on chests. It is still work in progress, but way better than what we had before. Yesterday we had a small test of the game with an unknowing game tester, this test really shed some light on some bigger design changes we need to do and I’m very excited to see these things get done.