Dev Log #5


A small delay to discuss this time around but hopefully we can make up for it with some insights into our abilities!

Last time we promised to show our greybox levels and compare them to the final version. Unfortunately we have run into delays in this process and have subsequently shifted priorities and deadlines. These delays mainly occurred due to trouble getting necessary 3D assets. We were able to pivot as a team, focusing on other areas like sound FX and ability tuning, which has kept us on schedule.

Aside from that, we have completed all the planned greybox sections for the main level, Oasis. We found this process challenging but also extremely rewarding. Challenges we faced mainly focused around the concern that platforming sections could be completed easily with the full use of mechanics and abilities. However, we found techniques to force the player to engage with the platforming challenges as we intended, and we shared these techniques during group greyboxing sessions. Another thing we learnt was that, while many sections could be easily completed with the full kit, this was not a bad thing as our design approach focused on the least adept player and on teaching those players the skills they would need to beat the game.

As we reach the end of this sprint, we have spent some time ensuring our core mechanics are as tight as they can be. While we are happy with the jumps and J.O.L.T., we have had some concerns with V.A.U.L.T.. Our biggest gripes with this ability have been a disconnect between the powerful utility provided and the perceived benefit. This was most apparent in playtesting where players expressed confusion with V.A.U.L.T., especially with understanding the air controls provided while using the ability, and with understanding the difference between the ascension and hover states. As a team, we felt this confusion was stemming from a couple small problems:
1. ‘Hover’ would cause the player to slowly drop.
2. The transition between ‘Ascend’ and ‘Hover’ was unclear
3. The ability could only be used after jumping

We found the best solution to these problems was to rework the scripting for V.A.U.L.T., keeping what worked and finding better processes for parts that didn’t. This involved some trial and error, but with a strong base to start from, we quickly found a solution in changing the gravity of the player when hovering.
The new version of V.A.U.L.T. now lets players hover when walking off a ledge, transition smoothly from one state to another, and locks the player in space, all while offering our designers more control over the variables.

Next log will be our second to last before the demo of Deep Climb is finalised! Expect to see our greybox sections filled with art and wayfinding devices and get ready for another playtest session breakdown.

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