Summery:Playtest,Playtest,Playtest.
Tuesday Playtest Night Feedback:
Animation blending & should be more smooth
Experience process: dragon flies through passthrough wall, so part of him disappears at the end; all controller triggers and buttons added to input manager as the grab function
- need to test alignment and occlusion in dragon’s den
- can we continue letting the player shoot fruit after 3? feels short
- someone didn’t know blueberry was the answer because he shot it in the first 3 times and it didn’t do the special animation (teaching player inconsistently)
they think dragon changing elements is cool
Tuesday + Thursday with Carl
Feedback on animation: more secondary animation of the dragon
Wednesday with Heather:
Level design: Going around a fence to get to the treasure;
Visual: Think and playtest on virtual window frames necessity.
Friday with teenagers:
Feedback we got:
-direction not clear
-confused by the dragon, the level design, how does the shooting to feed transfer to letting dragon help you -lost tracking a few times, frozen on view
-slingshot: when ankle twisted backwards, lose control and shoot in the same way as untwisted
-indicator of what fruit to feed the dragon
-like the interactivity, pull back is smooth, like the dragon change color with various fruits
-could do dragon burst flame on obstacles
-tracking is problematic
-dragons is bouncing fun excited
-reminds of childhood stories of progress; friendly dragon climbing on the tower and rescue the player Our feedback -put fruit in a table snap to the camera, not randomly in space around the player
-6 fruits at least/ countdown bc the current experience is not satisfying enough(not long enough)
Update of art asset:
update of the rig