Week 9

During Week 9, we prioritized getting most of the game aspects into a build with distinct levels along with incorporating some feedback from last week

This included some rough-cut scenes and dialogues to help explain the purpose of the game. In addition, we removed some distracting elements such as the hearts in the game. The mechanic went from losing life to slowing down instead.

There was a lot of feedback in relation to speed from the previous week. There was a speed indicator on the gaze UI but that didn’t read well so we decided to simplify.

Full demo of the Week 9 game

We had the plan to design 4 levels.

  • Level 1: Chasing the red Enemy down and flinging them
  • Level 2: having the enemy move off screen and making it challenging for the gamer
  • Level 3: introducing asteroids that makes the chase a bit difficult. It also gives the guest a chance to use the fling mechanic.
  • Level 4: introduces the Missile Minigame where we actively collect data for the researchers

The sprint was essential for us to have a game that would be playtested in week 10.

On Thursday, we gave the build to our advisors so they can give us some quick feedback.

After that, we prioritized adding some UI elements to help guide the users to look at asteroids and missiles at the proper time.

In terms of art, animations and visual effects were added to contribute to the juiciness of the game.

Added some UI Elements for Asteroids and the missiles