Gravity: Week of 11/4 – 11/11

Update for the week of 11/4-11/11 on Gravity’s game Astronautical Arena!

Goals for the week (11/4 – 11/11):

–          Various planetary and other objects in place on map

–          Minor interaction(s) with these objects implemented

–          Ability to boost spacecraft

Accomplishments:

We were able to accomplish all three intended goals for this week, as well as finishing up a goal from last week’s list. The game now works properly as local multiplayer with two Xbox 360 controllers. We added two more types of planetary objects about the map, aside from the random “Earth” one in the middle. One is intended to represent a planet and the other is intended to represent a floating asteroid. We increased the force applied to these objects from shooting them, so they now move at a greater rate. This enables more strategy to arise from manipulating the objects for both cover and to obstruct your opponent’s movement. The asteroid also explodes and projects fragments of itself after a set number of shots. However, we still need to test and tune this. Also, we changed the movement based on the feedback we received from the alpha and made the movement be controlled with thrusts that create a better gliding and space feel. This incorporates the “Ability to boost spacecraft” as the movement is now made up of a series of fluid boosting movements.

Problems:

A problem we’re currently having is tuning the movement to a good level that feels like you’re still in space with the gliding, but still having enough control over your ship to dodge incoming attacks. We’ll definitely want more movement feedback from the beta test play as well as feedback for the added objects on the map.

Plans:

Everything is going as planned, we changed the movement to match the feedback we received from the alpha test play. This coming week we’re going to be working on the final object interactions, wormholes, and tuning the shooting to a nice state. The other main topic we received feedback on was the shooting, so we’re going to discuss and test what we can change to make it feel better while still being fun.

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