Saturday, 11 June 2016

3D Computer Game Engines - Peer Review Cycle 4; CTF-Millv09

Having applied the last change detailed in the previous changelog, the audio clip. I found the correct way of implementing the audio into the level in the form of the "Play Sound 2D" node within the level blueprint. The players are now alerted to the Environmental Hazard by both visual and audible stimuli.
Below is the finalised blueprint as it stands, this is of course subject to further tweaking following this peer review cycle.


I have once again prepared questions to be answered by my peers.

Q1. The damage dealt by the environmental hazard has been doubled, does this feel more adequate in terms of affecting the gameplay?
Q2. The environmental hazard will subside roughly half way through the round, and then make a resurgence with roughly 1:45 left on the clock, does the hazard re-emerging feel like it makes a better impact on the flow of the map?
Q3. Do you find yourself using the upper pathways any more or less with the doubling of the environmental hazard damage?

Q4. The blueprint is set so to introduce the environmental hazard twice in the first half and twice in the second, do you feel the environmental hazard lasts long enough before subsiding both times during play?

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Peer 1: 

1. The damage seems sufficient and better than before
2. It showing up twice does make an effect on the game
3. Not really as I can still run through it and take only 10 damage and I can use the teleport gun to jump over it.
4. I thing the hazard last long enough in both halves.

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Peer 2:

1. I think the damage value is better, though are you able to increase the rate of damage?
2. There is more of an impact though you can still run through it. You could try adding in a channel that comes up and puts a wall either side of the lava to make it harder to just walk through the middle and further force the gameplay change.
3. I do prefer to use the upper paths anyway because it’s less risky.
4. I think twice per round is a decent number of times to affect gameplay and make it interesting.

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Peer 3:

1. I felt like playing the game was fast paced, I found it pretty difficult to get over to the other side of the map without dying, however that might be because I’m not good on PC game FPS.
2. Yes, I loved the idea of doing that as it makes you have to use the bridge. However, I’m not sure if you can get across it or if you are meant too, if you are not meant to get across it I did a wallride and managed to get past it without using the bridge.
3. Again, I was not too sure on what it did, I understand the idea of not being able to cross, at least I think it was the idea? When I did die on it and I got a notification telling me that I forgot to turn on the water, I started looking for a tap, not sure if there is one but if there isn’t I think you should add it!
4. Well, because of how rubbish I am at playing games I did not play the entire length of the match, But I feel like once it is activated, if you added like a Mechanism to turn it off, or maybe a fire wall which will point in the direction of an opposing team, and when the flag is captured the lava will start gradually increasing on the opposing teams map until either the flag is returned or a flag is scored, other than that, great job!

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From this feedback I have gathered that there are still some slight changes I could possibly make to this, I will be be experimenting with the length between every hit of 10 damage when in the environmental hazard.

Due to mixed abilities of peers, and that of potential end users I would be hypothetically aiming my map at, I will be taking into account all points made, but I will not be adding a tap, corresponding with the "You forgot to turn on the cold water" message when the player dies in the Environmental Hazard.
With regards making it harder to get through the environmental hazard also, I may look into inserting a volume which slows player movement down a little, though with the damage extended, and enemies/bots dealing damage in tandem.

Changed I will be experimenting with are as follows:
  • Length of time between each damage tick when interacting with Environmental Hazard.
  • Player/Bot movement speed when interacting with the Hazard.
Any changes made to the level will once again be detailed in a changelog.

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