Gameplay Testing

Last night Nick and I met to discuss outstanding art requirements and direction for the game. We also ran some gameplay testing over the Wifi LAN.

Doors have added significant depth to the gameplay, and prevented the instant picking off of weapons that occured previously, which is hard to recover from. You can build your weapons in (relative) safety, before opening to fire.

We’ve identified several balance issues, as well as additions and simplifications to make.

The game held up well over several games, with only one instance of the two clients getting out sync, where the game states diverge and players do not see the same things happen. It’s one of the biggest challenges with this game.

Resource sharing, team skins, doors and more!

Work continues at a steady pace. Recent additions include:

  • Improvements to team resource sharing
  • Team skins for materials and joints (blue and red)
  • Unlimited undo in the level editor
  • Drag view around like a ‘hand’
  • Nudge keys for ground nodes
  • Retractible armored door material
  • Other minor improvements and bug fixes

Now all team members share the same resource pool, and can select and use any device or material. Of course this means players can step on each others’ toes and spend resources unwisely. Communication will be important!

A new door material will allow you to protect your valuable weaponry, opening up a port to fire through when you need to. Don’t get too cosy though; they are costly and not as strong as regular armor.

Armored door material and team skins