Posted November 02, 2022 by Eryngii01
This week, the focus of the development was on polishing the game responsiveness to the player controls to give the player a larger window of time to understand and respond to the result of their actions with less frustration, as well as updating the game with more variety and differences between the waves, implementing a more complex inventory system and corresponding UI.
A major point of focus for the art team this week consisted of finalizing the buildings and road tiles for the environment, the player animation, and the UI icons for the redirects and inventory within the game:
Some adjustments were made to the colour palette to set apart the regular buildings from the enemy ones, which will be reflected in the next coming milestone.
This week, the music team has delivered many SFX for car collisions, ranging from car horns and tire screeches to glass shattering noises.
In preparation for the alpha, numerous adjustments were made for the playtest:
A new inventory system was implemented, with a single inventory item at the moment: the construction site!
The construction site will spawn at intervals during certain waves that the player can drive towards to collect, thus updating the UI to show the construction site is in their inventory. Then, the player can press the X button (West button for gamepad) when the item is in their inventory to release the item, dynamically changing the environment for a certain amount of time to cause more road mayhem!
Feedback will be collected from the alpha presentation to further inform the next steps, but for now the next steps are to continue polishing the controls for player responsiveness, as well as adding to the inventory system and UI for greater immersion and UX.