Design Note


  • The game like the traditional endless runner games where it has three trails : left, middle and left. In the original design, we want to create an open world space. However, it may affect performance on the mobile as well as the road generator is hard to code. Thus, our road generator only created three trails for a small distance, and the road will be destroyed once the player pass it. 
  • Hint system: We have added a light system to warn the player if he reaches too close to enemies. Through the playtest, we have got the feedback that our game is too hard. Thus a hint system is added to warn our player about the distance.
  • Rage mode: We have created a rage mode for our game, once the player gets 10 kills, he will enter a rage mode. Rage mode is like a power-up. It gives the player auto attack and ability to kill heavy enemies. It adds the variance of gameplay. One notable problem is that there isn’t an ui to show the end of rage mode. Our original design is to create a rage bar, it will be added in the next quarter. Currently, the rage mode is 5 sec period. 
  • Movement: Through playetest, we have received the feedback that to separate move and attack. However, we still face a delay problem on the input for mobile devices. Thus,we kept the original design that combines move and attack together. More details can be checked in “animation design” blog
  • Leaderboard: Leaderboard is created to attract players. Just like other endless runner game, the leaderboard creates a competition between players. For now, the score is based on the number of kills. In the future development, we will calculate the score based on the distance, number of kill and continue kills.
  • Level design: We have get a lot of feedback that the game is too hard. It mainly because our test version is starting at level 6th. In the current build, we have added a progressional level system. In the future, we will add a tutorial to guide the player better. For more detail on the level, feel free to check the “level design blog”
  • Mobile devices: Currently we have a 60 frame rate on the mobile devices. However, there is an input delay issue. Due to that reason, mobile play experience is quite different than PC play experience. Additional, the jump movement has 0 cd, it could be an optimal play strategy on PC. However, on mobile devices, it’s hard for the player to keep using upper swipes. Moreover, once jump into the air, player need to think about the landed position, thus it becomes a trade off for using jump.    
  • Future plans: 
  • Enhance our ui designs; Replace the placeholder models; Improve the mobile input and play experience.  


    Files

    LEVEL design#2.docx 10 kB
    Dec 11, 2019
    movement (kata list).docx 150 kB
    Dec 12, 2019

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