Jump to content
  • Advertisement
  • entries
  • comments
  • views

Week 2 - Tackling & polishing



After getting into our second week of early access, we have identified a few major flaws in our game, for example, tower system being unclear, latency issue, slow response from key input etc.

Currently, we are shifting our focus to tackle these problems instead of content creation. We would like to give players a better first-time experience than a re-playability feature. Following things are what we are working on right now.

1) Client-side prediction 
Currently, the response time for pressing jump or wasd is slow, and it makes it even worse when latency is high. The uneasy of movement is due to the lack of the "client-side prediction" implemented in our system. Our system is currently depending on position synchronization to issue actions; therefore, there will be a big delay between input and output. To solve this, we have to implement client side prediction which improves the experience of users. We anticipate this system takes around 2 to 3 days to develop and around a week to debug it before it is live.

2) Tower re-work and upgrade
Firstly, our towers function is unclear. Secondly, our towers are boring. We have identified this problem and discussed it with our team. There are net-launcher and cannoneer, but users do not recognize or understand their function without a very detailed manual, but this is against our face-pace, no resource management playstyle. Therefore, we will be modifying most of the defense units to something easier to understand, something like blockade where users can easily understand their function.
Another issue is towing being too boring and without characteristics. We know that some players want to focus on tower placement and enjoy the beauty of defense arrangement. Therefore, we are working on a tower upgrade system which players will pick up spirit orbs and feed it to the towers. After reaching a certain level, it can evolve into different units.

3) Smaller maps 
One of our flaws is focusing on co-op experience instead of focusing solo gameplay. When we launch during early access, we only contain 4-player maps which are too large for the single-player experience. We saw a few players complaining about picking spirit orbs being tedious. We have already taken immediate measure to develop a 1-2 player map (Dark Alley) in 2 days to compensate this flaw. A smaller map gives players a better experience and easier for players to handle. Therefore, more smaller maps will be developed to enhance solo player's experience.


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

      A new entry in the devlog for 13 Ronin, a retro 2d samurai fighting game, this time it's about implementing the logic for the computer player.
      Happy coding!
    • By Znippy
      Hello everyone!  
      This is my submission for the Frogger challenge.
      The final build for the project can be found here!
      I hope I have fulfilled all requirements for this challenge. Sadly, I do not have time to create a gameplay video. I am not sure if this is a must. I have added a couple of screenshots from my blog series.
      My post-mortem post will be done next week. 
      As I already mentioned on the project page, I also could offer a Linux build if somebody needs one!
      I hope you like it and I am excited to see your high scores!
      Please tell me if there is anything missing!
    • By horror_man
      Hello, I'm currently searching for a talented and passionate programmer to create a small but great horror game that would take around 3 months to be done.
      About the game: The game would be a sci-fi/post-apocalyptic survival horror 3D game with FPS (First person shooter) mechanics and an original setting and story based in a book (which I'm writing) scene, where a group of prisoners are left behind in an abandoned underground facility. It would play similar to Dead Space combined with Penumbra and SCP: Secret Laboratory, with the option of playing solo or multiplayer.
      Engine that'd be used to create the game: Unity
      About me: I'm a music composer with 4 years of experience and I'm fairly new in this game development world, and I'm currently leading the team that'd be creating this beautiful and horrifying game. I decided that making the book which I'm writing into a game would be really cool, and I got more motivated about doing so some time ago when I got a bunch of expensive Unity assets for a very low price. However, I researched about how to do things right in game development so I reduced the scope of it as much as I could so that's why this game is really based in a scene of the book and not the entire thing (and also that's why it would take 3 months). Also I'm currently learning how to use Unity and how to model things with Blender.
      Our team right now consists of: Me (Game Designer, Creator, Music Composer, Writer), 3 3D Modelers, 1 Sound Effect Designer, 1 Concept Artist and 1 Programmer.
      Who am I looking for:
      - A programmer that's experienced in C# and with Unity.
      Right now the game is very early in its development (GDD is completed and all 3D Items, Music and Sound Effects are completed).
      If you are interested in joining, contributing or have questions about the project then let's talk. You can message me in Discord: world_creator#9524
    • By Nilmani Gautam
      Welcome every one from this section we are going to develop a new 3D game Cube Race
    • By JustACicada
      Random Number God has been updated to v1.1.0.
      This is an incremental (although not idle) game about defeating randomized robots by rolling dice and playing cards that alter those dice and their effects.
      Other than performance fixes, the game has been rebalanced from the ground up. Now it should progress in a more fluid fashion. An option to reset the game with a significant boost to your power has been added, allowing you to advance further than you could before.
      There is also now an option to significantly speed up battle animations. Once you learn the rules of the game, a battle can easily take <2 min.
      Windows, Linux: https://justacicada.itch.io/random-number-god
      Android: https://play.google.com/store/apps/details?id=samuelVazquez.randomNumberGod


Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!