Week 10: Gameplay Tweaks

Hello everyone, welcome back to our weekly dev blog. This week our team focused on adjusting gameplay to improve the overall experience

Gameplay

In our continuous effort to improve the gaming experience, we have started changing the game’s victory conditions. The objective has transitioned from collecting three souls to a health point (HP) system. Victory is achieved by depleting the opponent’s monster’s HP to zero, emphasizing a more strategic and immersive gameplay experience. This adjustment prioritizes the significance of each attack and defense scheme within the game. Below are the attack gesture design:

Controls: Attack & Defense

Small Attack Gesture: Right palm
Substitute: Two hand actions: UI button

Unique Attack: Two hand actions: Clap
Substitute: UI command

Defense Gesture: Left palm
Substitute: Fist block

Programming

The integration of Mixed Reality (MR) has proven to be more time-consuming than initially anticipated, especially concerning multiplayer functionalities. This realization has led to a strategic shift in our development pipeline, which means the expansion of our programming team. This change in our development pipeline allows each programmer to focus on specific areas such as hand gesture interaction, user interface design, and monster behavior.

Art

Our art team remains on schedule. Snow is focused on crafting unique Visual Effects (VFX) for each monster, while Chloe is developing immersive tutorials that not only instruct but also enrich the game’s narrative through background stories and guidance regarding the physical watch.

Future Plan
  • Focus on the iteration of gameplay with only one hand gestures
  • Created a playable features by next Monday with symmetric gameplay