Showing posts with label prototype. Show all posts
Showing posts with label prototype. Show all posts

Thursday, April 22, 2010

Mosh Pit Prototype


Play the Prototype




New additions include flying things, working animations, tutorial levels.

Thursday, March 25, 2010

Mosh Pit Crowd Prototype that works



Play the Prototyope




This update features a working crowd meter, power levels and a bug free throwing experience. It also contains new music by Blood Rust.

Thanks to a new XML system we can tweak all the games properties so expect many different versions of this very quickly.

Thursday, January 28, 2010

Mosh Pit Prototype: Screen Scrolling



Play the Prototype



This one includes:
  • Fixed Screen Scrolling
  • Newest Background
  • Gaining Power Levels
  • Scientists Effecting the Crowd Meter

There are a bunch of bugs that come with this that will be sorted for the next one.

Sunday, December 20, 2009

Mosh Pit: Prototype


Play the Semi-Working Prototype



Features:
Power Levels with enemies that can hurt you turning red.
Breakable Objects break
Barrels get tossed around the screen.
Enemies don't run to the right.


What's Next:
What needs to go down after this is simple. Everything that is in here needs to start getting debugged. Then when it's perfect we move on to adding new things.

Tuesday, December 15, 2009

Mosh Pit Crowd Prototype


Play the Prototype


It's very broken.



Feedback:

  • Something to indicate when the mouse is going to let go. A circle under the player that blinks? Yes.

  • Fix the mouse going off the screen and coming back on bug. It should let go when it's off the screen.

  • Character should always plow through enemies never bounce off of them unless he's hit.

  • If the player is hit give him time to recover and toss him around.

  • Something should happen when he reached the top of the hit sound FX, like he freaks out and blows a bunch of enemies around. AOE spell.

  • Sound FX for grunts taking damage not just the pinch harmonic.



Tuesday, November 17, 2009

Mosh Pit Scientist Prototype


  • Scientists are in, not effecting the crowd meter and broken.
  • Steering is in and also broken.
  • Gaining speed from hits is in but also broken.
  • The crowd meter is extra metal and so is the launch indicator.
  • Hit boxes are now circular for easier bouncing.

Click and pull back to throw then hold a and steer with the mouse.



Next we're going to get all of those working, implement some armor for the grunts to show power levels and hopefully having screen scrolling back.

The other thing is to implement feel in the controls, this means taking away the launch indicator onces the player is launched and having a cost when the player first launches the character. In other words everytime you pull back to launch Ozzy he'll come to a stop.

Thursday, October 29, 2009

Mosh Pit Prototype 2


Play the Prototype

This version contains tweaked controls and a working combo system


Testing Feedback:

  • Audio feedback to go in a loop instead of getting stuck on the last octave. Add in the UGH and the smack noises to play with it.

  • Swapping the score and combo #'s position and making the numbers bigger, especially the score.

  • There needs to be giving and recieving damage

  • The player needs more things to do and wants to feel more interaction with the hit, the dodge hit buttons need to start coming in.

  • Hit animation should have a push off one directly after it so it shows he's gaining power.

  • More feedback for hits. If it's strong something more should happen, the character needs to be more expressive and feedback for if you're doing a good job/the combo meter going up/bad job

  • We need a team/developer name.

  • Don't forget about the end of a level/start of a level screens and what they do/audio/graphics etc.


Monday, October 5, 2009

Mosh Pit Movement Prototype


Play the Prototype

Key feedback from the play testing:
- Clicking a spot should be able to move the character there.
- Players need negative feedback if they decide to just drag the character around instead of throwing him.
- There might be too little friction
- Enemies move like they're on crack
- There needs to be more indication of where the player is traveling after he's thrown
- Players enjoy the act of throwing and hitting things but they need direction
- Players are able to quickly get a feel for the controls