Hudson Steele: Dev Log 3 - Quality Controls

Hello Everyone,
This week's technical development devlog will be shorter this time around.
My side of production handles how the player interacts with the environment for out game, and such as the "Player Controls". After our playtest sessions we've received a lot of great feedback about our game and new foreseeable improvements. The results showed easy intuition with what the objectives we're, and how using the dynamic hand system allows for this interactivity.
Figure 1. Grab the ball, and throw it into the bin
When it came to throwing the grabbable object (Anything that could be picked up), players showed difficulty with how to throw. They would often charge up a shot, but fail to throw it. This was due to a design decision of Right click to charge -> Left click to throw. This was un-intuitive as left click served as grabbing objects. "So why would it be related to throwing" was a common theme.
So I've made the change of Left click is grab. Right click is wind-up. After winding up for a period, now upon releasing the charge, the object is thrown forward. This makes more sense as releasing the tension from your charged shot.
With the rest of the team cooking up new content, we aim to have an extraordinary second playtest.
That's all for now, stayed tuned for more awesome updates!
-H.Steele
Get My Ordinary AR Life
My Ordinary AR Life
Status | Prototype |
Authors | Braeden, Jonathan To, Arc Zhu, Naitoshadou, St2ele |
Genre | Puzzle |
Tags | Comedy, Puzzle-Platformer |
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