Wednesday, October 29, 2014

Audio Is Finished!

All the audio sounds that are listed in the schedule are finished. They can be found in the Google Drive.

Playtesting Iteration Yields Useful Results

Had a VERY informative playtest today in Jennifer's class. I tried adding in Defense values to the listing of stats, and realized that having a flat reduction brought up some complications with balancing. A hotfix I made that seemed to work well was having a diminishing defense that restored to maximum at the start of the next turn, in the same way that AP does. After implementing this into the game, the player notably had a much more fun experience playing the game. It is still very challenging as it is right now, however, and will need some way of healing player units in future iterations. I've also begun trying to balance stat growths and experience values, but decided not to playtest those features today. Below is a picture of some of the players and commentators on the game.


Thursday, October 23, 2014

*UPDATE: Basteon Battle Map

The Basteon battle map is finished. Took me awhile to draw up all the separate tiles, but here is the end result.







Wednesday, October 15, 2014

Two Implemented Map Designs

As of yesterday, I finished the second map design for our game. Currently that means that Basteon Holding Cells and Red Lantern Outpost are both representative of their final forms in the game. Some minor tweaking will happen once we go digital with map design, but for the most part the map layout gameplay and terrain will remain the same. I will try to design another map for tomorrow if possible. If not, then I expect to get the third and fourth maps designed over the break.

Sunday, October 12, 2014

Better Late Than Never: Debriefing Design

Last Wednesday I took my "test level" into Jennifer's game design workshop for some playtesting feedback. The results were mixed, but ultimately I got a lot of good ideas and a few things I hadn't thought of were brought up.

Mainly, that I should begin the design of our terrain and our actual maps now, and stop focusing solely on stats balancing.

I've decided to also take the advice of iterating over several maps to get playtest responses on Hero strengthening curves.

As for balancing, the enemies were hit too hard for stats, I need to beef them back up for future iterations.

Saturday, October 11, 2014

Logo Is Finished.

The logo for the MQP is completed, as the title says. I tried keeping it as simple as possible.




Sunday, October 5, 2014

Game Rules Digitized

Game Rules have been typed up on the google drive. You can find it here:

https://docs.google.com/document/d/1fG1EWguk16i7KwHpvWqKLLPseHMQGgPVg_CnldONnN4/edit

These will mostly be useful to Tim for developing the AI, but there are also general rules written here as well which could be useful for setting up our demo scene.

Wednesday, October 1, 2014

Three Sound Effects Completed

Yesterday, I completed three sound effects: explosion, gunshot (rifle), and gunshot (sidearm).

1.) Part of the explosion was developed in Audacity first, and then imported into Ableton for the finishing touches. A track from the gunshot Ableton file was incorporated into the sound.

2.) Gunshot (rifle) was created by downloading a firecracker banging sound from an online sound library.

3.) The gunshot (sidearm) was created by following an online tutorial on YouTube.