Sunday, April 17, 2011

[Explosive Dawn] Spring, Week 13 - The End is Really Nigh Now

Greetings,

This will be the last post to be made about our working progress. Our game will be completely done this coming Thursday, as well as the rest of our final exams and final projects.

The dev's are getting in the last touches to the game. It's really coming down to pure polish at this point. We're fixing up our menus and UI, and we're tweaking weapons and AI to make the game more entertaining and fun to play. Our sound system is totally in, so now we're just getting in the sounds. Everything is looking and sounding really great right now.

I spent my day yesterday tweaking the weapons so that they were not as over-powered. After playtesting the new weapons and AI we created, we found that the enemies were too easy and that the guns were too over-powered, so I spent my day organizing our weapon and enemy data. I organized everything into a spreadsheet in order to see everything at once, and I found some interesting things. It turns out that the most powerful variable in determining the ultimate power and feel of the weapons was the cooldown variable. In our system, weapons have to go through a certain cooldown before it can fire again. Basically, this is like rate of fire (but backwards, since a high cooldown means a really slow rate of fire).

Spreadsheet of data which allows me to analyze it.

So, I'll be sure to make a big post at the end of week 14 with lots of screenshots of Explosive Dawn's final gold build as well as a video. It'll be crazy to be finally done with with two full semesters of work, but we're all looking forward to seeing this thing finally come together. Anyway, see you then! Peace.

Sincerely,
Alicia Yeargin.

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