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TIGSource ForumsDeveloperPlaytestingTempest Might (First-Person Adventure)
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Author Topic: Tempest Might (First-Person Adventure)  (Read 829 times)
jeryiwang
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« on: November 16, 2020, 03:49:33 AM »

Tempest Might is a first-person game that revolves around the player harnessing the four elements water, air, earth, and fire to defeat enemies, overcome obstacles, and defeat the elemental spirit bosses.

Tempest Might: Gold Iteration (Final Release)
Our Gold iteration includes major changes to gameplay, story, music, and voice acting. One major change was that we added a resource bar (mana) for the fire, air, and water elements. This would limit players from spamming fire ball to beat every level and would require the player to manage their elements a lot more. In short, we wanted to make the player pay attention to another limiting factor in the form of mana. We made significant updates to the game environment, opting for a more detailed rock material textures. We realized we used the same rock material for everything across the entire game and thought it got boring. Thus, we added better rock textures and each stage has a different color associated with them to keep it fresh for the player. In terms of storyline, we had massive additions. We added in an introduction animation to showcase the story, and completed the storyline (it’s very interesting now!). Next, our background music has significantly improved. Each main element stage has a different soundtrack associated with it and each track reflects the main element in the stage. We incorporated a huge amount of voicelines, replacing a lot of the text (although the text is still there to serve as subtitles). Lastly, our pause menu made significant strides; we added in sound sliders for players’ convenience, as well as the option to toggle subtitles for the cutscenes.
   A lot of these changes were a continuation of our Beta iteration and the time period in between the two iterations were mostly to finish everything we started development on in the Beta iteration. We realized a lot of our game was mundane and static, so we added in things such as mana and changing the textures to add more flavour to the game. We also added in more direction through cutscenes and signs that give hints whenever we feel that the player might have a difficult time progressing. The last step to do in the game is widespread testing for balance issues and minor edge-cases that cause crashes. We have done our best to minimize these as much as possible but obviously it’s not feasible for our small dev team to catch every single bug. Since this is our final release, we hope everything turns out okay for the most part! It was fun working on this project. We hope you enjoy it!

Final Ver: https://drive.google.com/file/d/1YDo9alEB6JZUqpftEm_KCo9YAAKcumKX/view?usp=sharing



Tempest Might Beta Iteration:
Our Beta iteration addressed many performance and gameplay issues. Some scenes were unnecessarily filled with objects that we have removed and we also fixed areas in the game where it would run slower. In our Alpha iteration, we noticed players being able to defeat the bosses at each stage by just spamming fireball from far away. We addressed this by adding in a vicinity check, where the boss would only be active when the player is within a certain range. In addition, the fireball will despawn quicker than before. Continuing on, we added more sound effects to the game, mostly targeting the Water Boss stage to help players identify when the boss is attacking the player. We have also incorporated new background music tracks written and developed by our team’s music composer. One is a calm overworld music while the other plays during the boss fight to amplify the intensity of the battle. Lastly, we started to include voiceover lines from the team’s voice actress. One big change we made this iteration was to introduce a night time setting to the very first stage (fire). This change enabled us to add in torches and fires, which we thought could benefit the overall gameplay in conjunction with the maze as well as the fire boss. Our storyline made a drastic change. As opposed to the Alpha iteration where there is a happy ending once the boss has been defeated, the Beta iteration introduces a twist to the story that will surely surprise you. Since the game is an adventure game, we wanted to come up with a story that is more than simply a straight line.
   We have one more iteration to do, and our focus is to magnify the story a lot more. This means adding in cutscene effects such as waking up, hearing sounds, and more voiceover dialogue to enhance our players’ experience when they play the game. As always, we will continue to monitor gameplay issues including bugs and performance to ensure a solid release. Lastly, we will look into bettering our UI as well. There are aspects of the UI that we realized during this iteration that could be done a lot better, but we decided to delay it until after the priority work in Beta was completed. For the final iteration, we will look to perfect our game’s UI.
   NOTE: We had to temporarily disable the Earth stage and element due to a nasty bug where it would eat up your processor which would most likely lead to BSOD. This will be fixed in the final iteration.

Beta Ver: https://drive.google.com/file/d/1zCn8r8A1A3ICdu52jD55TPQLyjSVMLss/view?usp=sharing


Tempest Might Alpha Iteration:
Our Alpha iteration consists of finishing up the content for the game. This means each stage has a boss awaiting to combat the player and a storyline with a conclusion. In addition, we added sound effects to player abilities to bring audio into play as a larger factor than previous iterations. Each boss fight is very unique, representing the stage and the element that is being showcased. One goal the team had was to make sure each boss fight is novel and different from one another. We believed this would be beneficial to our players to keep them interested and engaged in the game as opposed to sticking with a single element throughout the game. Our project’s direction is all about juicing up the game and providing more clarity to the users in terms of UI and UX. We plan to add better models for our players and enemies, as well as a model for the elemental spirit that serves as our guide. We will then utilize more background music, tailored specifically for our game. Finally, we will have voice overs to introduce the storyline and context to our players for a full gameplay experience.


Alpha Ver: https://drive.google.com/file/d/1nrMADkm0HQE0O2JyqJbYYEVrZpQDmr68/view?usp=sharing
« Last Edit: December 08, 2020, 12:59:31 PM by jeryiwang » Logged
ThemsAllTook
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« Reply #1 on: November 16, 2020, 06:50:45 AM »

Could you post some screenshots or at least a short description?
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jeryiwang
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« Reply #2 on: November 24, 2020, 04:56:11 PM »

I apologize. I made this post very late and forgot crucial details. I will post a devblog once our current iteration has been finished! We are targeting to finish it by 11/30
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jeryiwang
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« Reply #3 on: November 30, 2020, 01:11:05 AM »

Trailer:

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jbarrios
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« Reply #4 on: December 06, 2020, 07:37:48 PM »

Hi jeryiwang,

I played your game and recorded my thoughts:



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