Updates / planned updates based upon Testing Session
Feedback Received
After the week 12 Testing Session, I received the following constructive feedback for improvements:
- Levels have some areas that are too vertically open, meaning that the player can fly off into the void
I have addressed this issue by adding cave tiles over the areas of the levels that were previously vertically open. This change has ensured that the player doesn't fly off into the void and is always on track to stay within the designed level.
- No volume adjustment
I have solved this by adding a settings menu that includes a volume slider. To implement this, I created an audio mixer that outputs the sounds of the game, where the master volume is controlled by the volume slider.
- Post-processing affected the game's performance
To address this issue, I have greatly decreased the amount of post-processing. With this, the game should perform better.
- Could be improved by adding controller support
I aim to add controller support in a future update.
- Need to be able to accelerate down faster while parachuting to improve the game flow
I have added the ability to boost downwards while holding S or DownArrow when parachuting. This has improved the responsiveness of the controls.
Updates Made
As shown above I have made several updates this week.
- Menu Updates
I have added 2 new menus for settings and help. The settings menu allows the player to change the volume and the help menu provides context for the game as well as displaying the controls. These changes have made the menu feel more complete, and the settings menu has fixed the issue of the game being too loud.
Settings menu with volume slider.
Help menu screen.
- Added cave roof tiles to vertically open sections of the levels
By adding roof tiles to previously vertically open sections, the level design has been improved and the path of the player is more clear. They can no longer fly off into the void and not know where to go.
Cave roof added to improve the level design.
- Added the ability to boost downwards while parachuting
I implemented this to improve the responsiveness of the controls and reduce the time that players have to wait while parachuting. I did this by editing the player movement script and changing the vertical velocity of the player to a set speed down while they hold the boost key and are parachuting. When they let go of the boost key and are still parachuting, the player's vertical velocity is divided by 4, which was included to improve the responsive feeling of the controls. This mechanic was also implemented because it doesn't break any of the current level design, and only improves the gameplay.
New parachute boosting mechanic.
Planned Updates
I am currently planning to implement the following updates in the future:
- Add controller support
This would increase the options that the player has, and suits the platforming of the game.
- Add opening cutscene
This would improve the story of the game and make the player feel more invested.
- Add timer and online leader board
I would like to add a timer system to add to the player's score in each level and also include an online leader board. This would improve the replayability of the game and encourage mastery of the game's mechanics.
Sources
Video for volume control:
Brackeys. 2017. 'SETTINGS MENU in Unity'.Youtube [Online] Available at: SETTINGS MENU in Unity - YouTube
Online article for volume control:
French, J. 2018, 'The right way to make a volume slider in Unity (using logarithmic conversion)'. GameDevBeginner [Online] Available at: The right way to make a volume slider in Unity (using logarithmic conversion) - Game Dev Beginner
Files
Get Cave Divin'
Cave Divin'
Status | Prototype |
Author | corey_bigboi |
Genre | Platformer |
More posts
- Documentation + User GuideMay 29, 2021
- Game TestingMay 18, 2021
- User Interface / PolishMay 16, 2021
- Presentation / GraphicsMay 09, 2021
- Enemies / InteractionsMay 01, 2021
- Basic Level BlockingApr 24, 2021
- Player MovementApr 18, 2021
- Game ConceptApr 16, 2021
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