Week 11

Regarding the feedback from half presentation and ETC playtest, we decided to make a lot of changes. Because we scheduled a new playtest with our client on Thursday, we had to build a new version with those modifications.

 

3D Art:

We added several new visual effects. For example, Emily modified enemy’s attack effect, striker’s attack effect, a beta version of portal effect and spaceship’s arm.

 

2D Art:

Sophia designed a new set of crystals which look like real crystals rather than previous simple shapes. Also, Sophia modified a lot of UI, for example, crystal pool, health bar, progress bar an so on.

UI 3.0-Striker-New2

 

More importantly, she contributed a new version of mission complete panel, and a leader board demo.

Leader Board-1

Leader Board-2

 

Gameplay:

Because faculties and playtester all pointed out that the environment looked just boring, therefore we would like to make it more dynamic. Feiran worked out a basic enemy AI and then modified it this week to make look better. After that, he changed the supporting crystal operation from clicking to dragging. In addition, he completed the re-connection support from the gameplay side.

 

Networking:

Eric started working on mission complete and leader board support. In addition, he worked out a function that enabled the server to restart without closing and opening again.

 

Game Data:

Because this is a long term playing RPG game, game data and balance is the key to our success. Zhen worked out an experimental API which took players ranks as parameter and outputted data including numbers of enemy, enemy’s health, attack, player’s health, attack, cooling down and so on.

 

Playtest,

On Thursday, we went to client’s campus to do a playtest. Students felt comfortable with the new dynamic environment. Also, they loved the new effects and UI.