1st Prototype with feedback
Prototype Footage
This is my first prototype for my FMP game. It features shooting, sprinting, crouching, jumping, and slope movement. It also showcases some random sprite mapping for testing purposes, sprites in the overworld to showcase the 2.5D look, and some rigid bodied objects to test different weights of objects and how the player could interact with them. I didn't have much issue creating this prototype, and it came out quite decently for what it's worth. My only issues personally with this prototype is that crouching also halves the height of the gun, and there isn't much going on in the level. For the next prototype, I will have a basic version of the level I will feature in the final prototype. I asked some of my peers to play this prototype and give feedback. This is the feedback they gave:
Feedback
Azizah
For your FMP prototype I would say that the controls are very solid and very smooth, especially on ramps and when sprinting around, my only criticisms are to make sure that the player doesn’t get too stuck when stopping crouching underneath a ceiling (which is lower than the full height of the character controller) and the overly sensitive camera. The 2D images in a 3d plane create the 2.5D intention that you have for your game which is very positive, and the shooting is smooth and fast, the rigid body gravity could be increased a little as well as the drag force which you will find in the inspector under your character controller. However, other than above, I do not have any other criticisms.
Kyle
So, the mechanics are very basic for the start which is a good standing point. Furthermore, when crouching the weapon/bullet squishes with it. In addition, if you angle it correctly you can shoot your self-causing the player to be launched or pushed off the map.
Olly
Everything feels nice, just make sure the sensitivity is lower, as it makes me feel sick. Also, make it so the ball doesn’t squish when you crouch, and maybe make the jumping higher, as well as giving the player a prompt to teach them how to play the game.
Eric
Movement whilst crouching feels A LOT slower than the other two speeds, I think you might need to increase the speed of crouching or decrease the other two speeds. I think you should make the player be able to fly similarly to pointing a rocket launcher down and shooting in Halo. Also, the movement felt a bit too floaty. I like the art – that you made. It would be great to see an actual environment from the game.
Muhammed
You have the basic mechanics done well I think that increasing the speed of the crouch will make it less jarring to use. The art style overall is interesting and unique.
Summary
In terms of feedback, this playtest went surprisingly well, and was useful in terms of what I received from the audience. First of all, one piece of feedback I received multiple times is to decrease the sensitivity, as people said it was sickening, due to the high sensitivity. I was also advised to increase the speed of the crouch, so it was "less jarring". I have also been asked to change crouched walking speed, as it feels "a lot slower" than sprinting or walking, so it's something I should change. It was also said that the player felt too floaty, as well as the rigid bodies. In response to this feedback, I will adjust the controls accordingly for my second prototype, and get further and final feedback from that. I will also try to fix the problem with
Other than that, I received mostly positive feedback, saying my art was nice, and that it would be good to see more. I was given the advice to add text or some kind of prompt to teach the player how to use the controls of the game, which I will try to do in my tutorial level if possible. It was also said that the controls were nice outside of the few issues people had with them. It also appears that some in the audience liked the 2.5D in the demo, so I may keep this going throughout, as this is my intention anyway (at the time of writing this), due to time restraints.
Overall, I'd say this was a successful prototype for both feedback and getting mechanics down. I got useful feedback, and now know what I need to focus on upon making my next prototype, and when finalizing my FMP demo submission. I am happy with the progress I have made on this project.
2nd Prototype with feedback
Prototype 2 Footage
This is footage of my 2nd prototype, the final one before my final product. It features the same mechanics as the previous prototype, but in an actual level this time. It also has a win condition. One issue I did have with this prototype is that the ball is still part of the player controller prefab, causing it to halve in size when crouching as well as the player. This is an issue I hope to fix in my final game. It also has very basic enemies that are rigid bodies that stand there and can be knocked over, the sprites they use are a placeholder at the moment, but this will be changed in the final version. It also features music that cannot be heard in this video. I'd say this prototype came out quite decently, but some things need to be implemented to make it work better as an actual game, such as adding visual prompts telling the player what to do, and some more interesting level design and visual design. I asked some peers to play the game and give some feedback. This is the feedback I received:
Muhammed
Compared to the first prototype you have a structure to the level and win condition you just need to focus on adding the other visual assets and getting enemies to function.
Anna
Good. Visuals good, but maybe add more. Chaotic. Yes. Me likely.
Kyle
Game is good and the idea is there. The music is ok can start to get annoying after an excessive amount of time. The visuals are ok could do some variation of the walls or floor to make it more interesting. Also, possibly make the enemies more smaller as well as the wall that can be broken a different shade to let the player know what can be broken.
Kieron
The projectiles should be faster, and the walls should be easier to knock down. Maybe add a crosshair for aim too?
Will
It’s a fun game I think you should add proper enemies and have a way to die and also should try to fix the issue where you can b-hop with the projectiles but overall, it’s a good game and would like to see more assets within the game and add some interactive things within it.
Az
I’d say that what needs fixing is the projectile speed and so on in relation to how it shoots and some of the (solid) walls need fixing in terms of positioning since I can still some gaps. Maybe some moving enemies and a menu to allow you to back out although consider the scopes of the project. The game is very good though regardless and I think it would look great with at least the wall fixes (the ones that were not intentionally meant to be broken and all)
Eric
I like the ‘game features’ that allow me to get outside of the map. In its current state, the game lacks any purpose for why the player is doing what they are doing. You should try to implement the story into the playable game to make it more interesting.
Give. Me. More. “glitches”.
Summary
From this feedback, I have gathered mainly that I need to focus on the visual and interactive aspects of my game, and should add more visual cues for the player to be able to understand the game better, such as a sign that shows that a wall can be knocked down, or signs to show where the player is going, or even just assets around the level to make it look nicer. I think it'd also be beneficial to separate the gun from the player, as it halves in size when crouching. As mentioned before, I will also be adding assets to the enemies, and maybe AI as well so that the enemies can function, as well as being able to defeat the player. I have also been suggested to make a menu for the game so it's not just the level. I will also try and add a story in the form of text if possible.
Overall, I think this prototype went very well, and gives me a very good foundation to build my final game off of over the next 3 days.