Future plans


Future Plans

Based on last Thursday and Tuesday testing sessions feedback, several changes and adjustments could be done to improve the game in the future.

Player

  • To solve the issues that when player getting hit is not obvious enough, we could use post-processing to make a red vignette effect onto the screen, and uses animation to make the effect apply and dissolved to the screen.

Fox minion

  • The special foxes need balancing based on the default fox, so the red fox is designed to become an attacking fox that has high damage but has low health, black fox becomes a tank fox that has high health with a low attack damage, while the white fox becomes a support fox that uses AOE attack with a normal level of damage and health point.

Wild fox

  • Wild foxes slowly walks to the player when the player is near to them, this idea is from one of the feedback given during the testing session. This could make the wild foxes less static like an object and more obvious when players walk past them.
  • Many testers from the testing session said that wild foxes are really hard to notice, even when the player is picking them up, so if we could add a sound and play it when the player character picked up a wild fox so it can give the player better auditory feedback.

Enemy

  • These are two major feedbacks given from most testers, the noise made by the human enemy is annoying and the humans are too easy to beat. The human enemy scream happens when the human is not a 'Fighter' or their health point is under 1, a non-fight human will scream and fastly random run around, the more non-fighter human there is the louder noise. So to solve that, I think we could increase the rate that a human becomes a 'Fighter' no matter if they have a weapon on their hand or not, this should drop the rates of human screaming and also increase the enemy difficulty.
  • The human screaming audios only have 2 in use and played at a random pitch, which is boring over time, more audio for their screaming and attack sound is necessary.

Environment

  • The rubbish piles need to be more obvious according to many of the feedback testers. This can be done by adding some trash models to the piles. In addition to this, as mentioned above, if a red vignette effect was flashed onto the screen when the player touched the rubbish pile this should alert the player to what is happening.
  • The trees are in the way. They either need to be made transparent when the player is behind them, or allow the player to control the camera rotation. This is possible, but maybe a implementation that occurs after deadline.

Camera

  • A few of the testers mentioned that the camera movement was too much. Lessening this is an easy fix.
  • Some testers were hoping for camera movement to be controlled by the player.  This is possible, but most likely not before the project deadline. 

Misc

  • The tutorial area size currently does not fully make sense, the player currently easily walk out of the tutorial area, this is causing them confusion with game mechanics to have no direction to progressing the game.
  • From one of the feedbacks given, it says that the minimap could also show terrain to give the player a better idea with an overview of their current location. This will allow for a more easily understanded location finding process.
  • When playing the game for the first time, special fox summoning cost is not often remembered by the player. Add the cost text next to the ability icon should remind the player at any time.
  • Damage numbers pop out when the enemy takes a hit could improve the visual feedback experience to the player, this way the player could know which enemy is taking the hit and the rough damage they dealt to the enemy currently.
  • A helpful hint to show the player where to go next would help progress the player towards the exit of a level.
  • The tutorial level needs to be scaled down a bit and focus on teaching the player the controls. 

Bugs

The bugs are currently our highest priority to sort out before the deadline. Especially the portal not showing up, as this is a game breaking bug.

Leave a comment

Log in with itch.io to leave a comment.