Tuesday, November 1, 2011

Things to get done and what I saw from playtesting

So heres a break down of what I think thats needs to get done. This is primarily to help me and maybe you guys out. We should all be play testing also and adjusting variables if something feels too slow or too fast. Something major I noticed from the playtesting was the initial jump was way too high so we should lower that and give it a higher extra jump (the longer you hold it down the higher you go). Ceiling jump had positive response but something seemed a little strange to me, there was no feedback to know that you were going to do a ceiling jump.

Brian
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2. Merge the sounds with the latest build
3. Get the menus merged into the latest built
4. Integrate the game pad/keyboard into the menus (no mouse)
1. Get the internet

Ray
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1. Polish up your levels
2. Start creating a flow of levels (easy to difficult)
3. Tweak gameplay variables like jump, run and whatever else

Bob
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3. Need a ceiling jump animation
1. Need a jump animation
4. Possibly a wall jump animation
2. Sliding down wall animation
?. Model for the collectible if we are still going to use it (talk with Ray/Josh about what this is going to be)

Josh
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1. When sounds get implemented, test out everything to see if it is how you imagined
2. Maybe help Ray with levels
3. Tweak gameplay variables like jump, run and whatever else

Me
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1. Change Spike colors when hit by paint temporarily
5. Polish controls
3. Give a little randomness to throwing paint
2. Implement directional paint throwing (I think I may follow what Metal Slug and Contra did for directional shooting)
7. Change blocks to a 3x3 blocks to give a more natural color bleeding feel
6. Possibly add AI goons that walk left/right and throw paint
4. Work on getting the ability to leave a wall slide without jumping
8. Experiment with using the triggers to shoot a stream of paint and go further depending on how far the trigger is pushed (last on my priority list)


Think that should be it, probably forgot something but eh

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