UT Indie Night and Touch-upsI have been working VERY hard on a variety of different things, unfortunately they aren't all that VISUALLY stimulating
Firstly, I took the game to the
UT Indie Night again on Tuesday night and had great time. I can't recommend enough how important it is to show your game as much as possible! Here's some of the things people had to say about improving the game that I felt were pretty valid points:
- Add in directional buttons
- Make the scoreboard more visually noticeable. It's a little dull.
- Make the speed stats for characters more meaningful
- adjust the special meter increase rate for certain characters
These are all things I totally agree need to be updated/changed. One thing that has been an issue since the beginning, but kind of distilled in my mind is the issue of
skill gaps among players. As far as I can tell, the only time people don't like the game, is when they are
not evenly matched against an opponent. This disparity between players is one of a few things:
- familiarity with XB360 controls (FIX? - add directional buttons, multiple gamepad support)
- understanding of the importance of the scoreboard (FIX? - better tutorial)
Anyways, always a good experience and learned some new stuff.
Updates, Tweaks, Additions:AI CONTROLLED OPPONENTS
Things are moving along really well on this and it is almost at a place where I feel comfortable leaving it for awhile. I still need to make player 2 full AI-able (that's a word right?), and work out some kinks with Isao's Reply All, but we're getting close. Here's a GIF of an AI (left) playing against me (right):
SPECIAL-EXCLUSIVE WIN SCREENS
I made a few more special win screens that play for certain characters when they use their special ability. Usually when you win a script it just says 'WIN!', but when using your special you'll now see
cooler screens:
Kiki's Honey Pot
Jack's Reversal (I love this one haha)
Isao's REPLY_ALL
Thing's are moving along
-Austin