Devlog 2: Prototyping


Welcome back to our PeggyLeggy devlogs!

ART:

This week, the artists started on the Art Bible. We wanted to get a general feel for the game so we wrote up a little backstory:

Peggy is a girl from a family of travelers,  she lost her legs in the Ruin. Peggy made an AI which can carry her and her precious supplies around.  This AI is called Leggy and travels at fast paces, being able to jump, slide and sprint. But, the AI is kind of unstable. Whenever Peggy shoots her big gun, the AI loses a bit of stability and whenever Leggy makes some big moves Peggy has difficulty.

Our game is about collaboration. We want to enhance friendships and strengthen bonds. Through hardship you can make better connections. You have to work together throughout a fast-paced obstacle course.


After this we started on the Art Bible, we started with the color palette of the environment and the shapes of the characters. We also did the enemy shapes, lighting and atmosphere, proportion lineups 


We also did a first UI and HUD design which we are all really happy with:


CODING:

The programmers also continued working on our gameplay prototype in Unity. We wanted to refine the values and create an experience that is easily testable, while having some parameters that we could easily change and see what works best.

Here are some of the things we tested:

  • What is the best curve that the instability bar should follow?
    Linear? Exponential? Sinoid?
  • What should happen when the instability bar fills up completely?
    Nothing? You can't do anything until it goes to 0 again? You lose the game? The shooting player falls off?
  • Should there be a separate instability bar for the mover and shooter, or should it be combined?
  • Which obstacles are the most fun? Make the players cooperate more?
  • How often should enemies spawn?
  • How quickly should the player die from taking too much damage?

We made a quick level that has several different layouts/obstacle combinations to test out.

We had a few people test the prototype and it seems most find it very fun the play.
Most of the feedback we got was about the (non-existant) visuals and lack of player feedback.
When we asked about the core mechanics, everyone seemed to enjoy those, which means we can soon go into production.

We also started making an unreal prototype, mostly to test out how to make local multiplayer work.




Our game is beginning to take shape and we are really excited to bring it to the next step: Game design.

Files

UnityBuildV4.zip 29 MB
Mar 14, 2023

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