For this week, there were loads of more playtesting conducted on the improved game mechanisms such as detecting metal vs. non-metal landmines, modified metal detector, randomized digging mini games and so on. The team wanted to get as many feedback as possible as so that these fundamental mechanisms could be finalized.
Besides, the team created multiple new art assets including the landscape for level 2 and another iteration of UI icons. Currently the NPC dialogue system is up online as well and our players could enjoy a vivid story presented by our story creators.
Above is a quick demo on some of the feature developed this week.
The team also created a visualizer for the airwall that prevented players from moving out of the playing area. When the players were hitting the airwall, a transparent color would gradually appear. As the players were moving away from the airwall, the color would gradually fade out.
This was the NPC dialogue system for the game. We had a traditional DND style narrative window showing the speaker’s image, background image and the actual dialogue text. The dialogue would appear at the beginning and the end of each level to give the players the narration they needed for understanding the game.
Finally, we had the landscape for the second level. In the story setting, the second level was set in a small town that suffered from previous war. There were some wreck of damaged buildings and some fragmented ruins. They players needed to demine the landmines carefully as not to accidentally explode the nearby buildings.
The team was also developing the art assets and game mechanisms for the third level as well such as the ground penetrating device and heavy bushes. Looking forward to more update next week.