Friday, 19 April 2013

Play Test 01





We held our first playtest today. The unity team spent all of last night making sure the build was playable (I think the average amount of sleep for the 3 of us was an hour last night...), and damn it was a lot of hard work. One of the things which we learnt last night is that as well as with Unity free only being able to have one unity file and not easily integrating with teams, also that two people can not easily work in two separate scenes in the same build without unity getting very confused and messing things up, which caused us no end of glitches. A lot of the things we learnt last night we're incredible valuable for the project long term, as it was the first time we'd put all of our unity stuff into the main build and got it to play together, and one of the things which really hit us is it takes much longer than you'd expected. One of the things which we shall be doing which we learnt from this is to schedule the file out - one person gets it for a whole day and two people never get it at the same time. And I shall take a back up every day from whoever had it last incase we have an issue.

Now, onto the playtest! We got a lot more people turn up than we ever expected, which made us feel like all of the work last night was really worth it. 

Our main feedback seems to be - the narrative sucks and makes no sense, bring it out more. You can jump on the centaurs head causing him to spin and then you can kill him with the magic attack without him ever killing you. The puzzles in the winter area are really unclear and you can bypass them all. The bark basher can not be killed. I haven't installed an invisible wall - and apparently players will use this to run off the edge of the world!

To progress best from this feedback, we've decided that for the next week Joe had best have the unity file which should give him time to fix all of the AI issues, and also put in the big dragon boss at the end of the summer environment. After that Dean and I shall share the file for the next week (as we've schedule another playtest for two weeks time!) updating the camera, narrative, and adding level walls to the level...



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