Devlog 2: Prototype Pananza


Introduction

Welcome back you flockers !!! This devlog is all dedicated towards answering all the questions we could get our hands on. But first, we'd like to show what our amazing art department came up with.



Titans & Title Screens

Behind the scenes, our art team has been working tirelessly on the art bible which sadly we can't show yet ;)

But something we can show is our menu screen and titan verticals.

Menu screen:
Your sharp eye might have spotted the fantastic splash art, but here's a little sneak peek into what we'd like to end up with:



Titan verticals:
As if they haven't done enough on this project already, they made even more iterations on a fantastic design. 
Let us know which you'd prefer!



Toon shader:
Our tech artist hasn't been idle aswell, check out our toon shader:


Let's get to the boring part now that you've seen the pretty stuff ;)

The questions

For clarity's sake will we divide this section in 2 parts: Gameplay and Player Feedback

Gameplay
:
Let's start with the most important one:

  • Is just running around as a sheep fun enough?

For if you're not interested in reading, the short answer is No, something else is needed to make it more engaging.

Now the long answer: 
A prototype with a timer has been made to test out this purpose. Our gameplay designer quickly found out that the outcome was very one sided. Another thing he noticed was that at the start, the titan had no issues drawing first blood which is exactly what we want. 

The prototype with our experimental objective added, had more promise. Our sheeps had to destroy rocks color coded to themselves in order to win. This would damage the middle rock that when destroyed would kill the titan. 

With this came however a balancing issue: the longer the timer was, the less likely the sheep were to win. 
 
The sheep running away was on itself a pretty good gameplay loop, but if we want to crown a winner then we'd have to implement the rock objectives to make it more clear. Running away was tense enough on itself, but a bit underwhelming due to the visual fidelity that comes with it being a prototype.

RFX:

  • Is the titan charging visible enough from all?
    For it to be clearer when the spear arm is fading away, we could add an UI element.
  • Is the sheep explosion visible enough?
    Yes, very.

Conclusion:

Another week of fixing our rudders and hoisting sails has been done and we're ready to set course onto production. A few small questions have to be answered this week and then we're fully ready to go for it!

See you next week!

Files

Week3Build.zip 35 MB
10 days ago

Get [GP23] get FLOCKED!!!

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