Design blog #5



CAGD 495 Design blog #5

Jen Davalos

Hey,how are you doing?

My name is Jen Davalos And I'm the game designer for MARRED.

The semester is wrapping up and we still have quite a bit of work to do. We’re trying to keep going and push through to the end of the semester and get this game out. As a reminder, our three pillars of design are Shootin’, Lootin’, and Scootin’

Playtest Data

In terms of scale, we were only able to get 13 responses. However we received a lot of good feedback from those responses 

Demographics

Since we tabled at the Gaming hub, we got an influx of people whom played games more than 12 hours a week

Shootin’

Nailgun

The nailgun is in an unfortunate position where people expect it to function as both a starter pistol and also as a weaker SMG. It has usually been in second place for the least favorite weapon because the SMG and the Shotgun are both more powerful than it. 

Shotgun

Shotgun again needs, you guessed it. Faster pellets.

SMG

No changes have been made for the SMG. Still looking pretty good

Railgun

No changes have been made with the railgun 

Rockpick

Unfortunately, the rockpick is still the least favorite weapon from the majority of our playtesters.

The main reason that I’ve heard is that the rockpick is too risky to use and that it’s too glitchy of a system to work properly yet. 

This problem should hopefully be solved by adding more feedback to the swing but also having that feedback system implemented

Lootin’

No changes have been made to looting. We know that the players like the loot and from what we’ve tested, we’re getting into the right area by fleshing out the looting section. 

Scootin’

Movement

We received some rather harsh feedback from one of our playtesters that made us realize that the player trudges along at a speed too slow to be enjoyable. So in order to cater to these changes, we are removing sprinting and making the walking speed the sprinting speed. This will allow the player to get around the level more quickly.

Jumping

We need to increase the player’s jump height, we seem to have lowered it too much and now players have a hard time getting up the stairs. And getting stuck on flat planes.

We’ve decided to make the change from a box collider to a capsule collider so that we can better climb ramps and stairs.

Still no update on not getting stuck on the ground. 

Playtest conclusions

We need to fix a bunch of things and we’re running out of time to do it. I’m very thankful that Thanksgiving break is coming up soon so I can catch up on work.

 

See ya!

Jen Davalos Game Designer

Get MARRED

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