CS377G – P2: Refined Prototype

Feedback

  • Visibility Issues – Players would often have to squint or lean head close to the screen in order to read the text on screen. This was due to two reasons – small font size and the chromatic aberration shader in my game. To alleviate this, I plan to increase font size and decrease the intensity of the shader.
  • Boredom – Creating a boring game is an intentional design decision on my part – loneliness and isolation is not meant to be stimulating. That said, players felt that there just wasn’t much to do in my game yet, despite the excellent atmosphere, so I plan to create more points of interaction by adding more clickable background options that divulge dialogue and lore. This should give the player a more cohesive narrative to follow, and more philosophy to think about.

Questions

As the deadline winds down, I realize I won’t be able to implement a lot of the cool and ambitious ideas I had for my project. How do you resist the urge to overpolish less important aspects of a game and turn attention towards the bigger fish to fry? Any attempt I make at establishing OKRs for myself ends up backfiring as my perfectionism wins over.

Project

Link: https://memorycafe.itch.io/wisps-of-starlight

Code is the class name, all caps, six characters. ( Please don’t play it or look at it yet, it’s not finished :’) )

 

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