So this week we have been preparing for the Alpha. This Monday, 2018-02-12 we had our first playtesting in before the Alpha where we got quite good feedback. It would seem a lot of testers liked our game and they said it looked really well and was a good, so that was nice to hear.
Me personally have prepared for the Alpha presentation this week which will be on Thursday this week, 2018-02-15. I as the producer of the team will be holding the presentation where I will be presenting the concept we chose, why we chose it and what we are making. Apart from that, I have also gone through the feedback we got from the playtesting, and according to that, discussed with the group how we should work on with the game.
The two main topics I have covered this week, apart from the Alpha presentation, is designing how we want our enemies to look like, and also how the shooting from the player avatar would be. At first, our enemies was gray, and by the same material as the player avatar, because this would make sense looking at the narrative. The player avatars spaceship is stolen from the enemy and therefor it makes sense it is of the ”same” material as the enemies. However, this makes it quite hard for the player to identify who are enemies are who are not and what is going on, and also to be able to see the difference of the different enemies that we have. To solve this, we simply gave the enemies different colours, which gave a high effect. It was much easier to tell the enemies apart and see that they are different kind of enemies. We kept the player avatar gray, while we made the kamikaze enemies red and the shooter enemies green.
We were also discussing how we want the shooting to be. At first, the player could shoot fast projectiles or charge up the laster to shoot over the screen. However, this was kinda unbalanced since all the projectile were ”piercing” and went through the enemies. With this, it would not make sense for the player to power up the laser since there was no real benefit for this. We solved this pretty easy though by just making the fast, single projectile being a short projectile which dissapere after first enemy hit while if the player charged up the laser, it was a piercing laser which went in a straight line where the player is aiming from the cannon to the right of the screen, damaging all enemies it hits. With this change, the player now has two choices, either shoot fast at one enemy at a time or shoot a bit slower but damaging all enemies in a line.