This week we mainly focused on finetuning our second prototype. After more playtests, we changed the level design a little to get rid of the unreasonable left jab – left hook combo. We also changed the placement of UI components to make everything easier to be seen.
We had a meeting with our expert, Francis. He highly praised on what we made and gave several suggestions from his perspective. Here are some of his comments:
- Patterns are good, Slips are good
- It was something he’s never seen before.
- Way too advanced for a beginner and it seemed more like training for a mid-tier boxer.
- The sensation of being hit was important and if possible the headset could have vibration to mimic that
- Have more accountability when they get hit, HP hits zero means they’re knocked out.
- More advanced levels which we don’t give instructions and players would need to decide the move and learn from it.
- Seeing an actual opponent in more advanced levels to increase difficulty.
Besides the fintuning, we also worked on archiving our assets, projects, and production materials. We kept updating on our game design document, and we started the preparation for our final presentation. It has been a wonderful semester to work with all the teammates and our faculty advisors. Thanks again to Dave and Ricardo for all the support, and thanks to Francis for the priceless expert input into the project. We are VRCules, thanks for reading this post and hope you enjoy our prototypes.