Devlog Post 2- Postmortem with Successes, challenges, what we learned, and possible future revisions
Successes: The successes we had for developing this maze platformer mobile game were that the different levels had effective narrative, good creativity in maze style platforms design, many platforms, and barriers, and creating a time limit and medal score goals that would keep the player motivated. Each of the levels were successfully made so that the player is able to make the maneuvers through touch swiping on the player, have an effective display of the amount of time left to complete the level, move across platforms, and understand the maze style game setting, narrative and the game’s objectives of getting the most amount of points from reaching enemies and getting a medal score from user experience and real time score UI feedback where the player's score automatically updates after reaching enemies. We were successful in developing logic and functionality for player movements of jumping and falling while also having set jump and fall speeds. We were also successful in adding styling fonts to the player's score and medal score UI text and we were successful in creating game start and end screens. The game start screen successfully loads the easy level when the play button is pressed and the game end screen successfully allows the player to restart the game to the easy level when the restart button is pressed and allows the player to quit the game to go to the game's start screen when the quit button is pressed. There was also success in developing the logic and functionality of the game's time limit that counts down and there was success in developing logic and functionality that the player can earn points and gain medals from reaching and making contact with more enemies while navigating the maze style platformers. The barriers and maze structures were also well designed and developed so that each of the levels had more excitement, and created more interesting mix of platformer and maze style platforms for the users to explore. Also, we were successful in communicating our creative ideas and cooperatively making level designs through version control and chat communication. We were effective in continuously integrating our changes to the game because we would communicate with each other about changes before publishing them to the repository. This helped us make sure that each of our individual changes did not interfere with each other or our expectations of the game. We were also efficient in completing our tasks because every week, we reached our goals of allocating tasks and incrementally designing levels, adding in platforms and barriers, responsive UI feedback for showing the player's updating score, medal scores and adding sounds, styling, and background music. We also did well in adjusting the player's score and medal score UI text for the mobile screen size and we were successful in varying the levels to have different types of difficulties based on different platform positioning throughout each level. Sometimes, an easy level was made difficult by having more enemies to reach or the hard level was made more difficult for the user by increasing the spacing between platforms from which the user has to jump more effectively.
Challenges: The challenges for this maze platformer mobile game was deciding the placement of barrier walls, and platforms so that each of the maze platformer levels would create enough difficulty for the player. Another challenge was making the sound effects of the player making contact with an enemy mesh well with the background music. When some of the barrier walls and spacing between platforms were placed initially as part of the level design, it occasionally interfered with the player’s navigation by creating too much difficulty or making it too easy for the player to reach enemies while moving across platforms. If platforms were spaced too close on a hard level, it was too easy to jump and land across platforms and if there was too much spacing between platforms on a easy level, it was too hard to jump and land across platforms. If there were higher barrier walls on an easy level, it was harder to jump over higher barrier walls and too easy to jump over lower barrier walls on the hard level. Another challenge was styling some of the maze platforms using assets from initial platforms level designs because the maze style platforms from initial design had many different shapes. Another challenge was Also, another challenge was continuously redesigning platform and maze style platform positioning and sizes because some maze style structures did not always align with the difficulty of the level after testing because some of the maze style platforms were too easy to jump into sometimes for a hard level and some of the enemies were not placed correctly on the maze initially, so the player would not have been able to reach enemies because of the excessively high height set on some of the maze style platforms. We also would have to readjust some of the barrier wall sizes and player jump speeds on the maze style platforms so that the player can move out of the platforms without being restricted by not being able to jump high enough to jump over the larger size and high height of the barriers. Sometimes, the barrier walls around specific platforms were made too big and tall where the player would not be able to jump over those barriers. We had to do continuous testing of different player jump speeds and resizing of barriers so that it is possible for the player to jump over larger barrier walls. In some platforms and barriers for the levels, there was the challenge of maintaining clarity about what the game’s purpose and setting. Also, the placement and quantity of platforms was also challenging because we had to maintain a certain difficulty on each level and having too many barriers or platforms also crowded the screen so there had to be enough space between barrier walls and platforms so that the game would be more visible and players could navigate around enemies. Also, other challenges included adjusting the UI medal score and player's score to the mobile screen size and creating different level designs that would not make the levels be too similar in difficulty. Other challenges included finding the right jump and fall speed to make it possible for the player would be able to reach all enemies within the time limit. Also, another challenge included figuring out how to reset the player's score on each of the levels because the score would increase more than expected or not update as expected initially after the player finished a specific level. Another challenge was developing functionality to show the player's correct medal score of the current level because initially, the player's score from a previous level would be stored and added onto the score of the current level and then this inaccurate score would show the wrong medal score for the current level.
What We Learned: We learned that the game’s difficulty on each of the levels would easily vary based on where the platforms, barrier walls, and enemies were placed. Even though the harder level would have less platforms and more barrier walls, some of the platforms and barrier walls would be placed in areas where, after testing, the player would not be able to reach. After specific testing, we were able to fix the positions of some platforms so that it would be possible for the player to reach those platforms. There was a need for continuous testing of gameplay because of how the user or player would still be able to find easier jumping angles or movements that would decrease the difficulty of a harder level even though the level had been designed as a medium or hard level. After more testing, we were able to better determine the difficulty of each of the levels because we simulated different user scenarios for how the player could be moved to reach enemies on different platforms and across different barrier walls. Also, we learned that the connectivity of levels was important because after a player gets a gold, silver, bronze, or no medal for a level, they should be able to explore other levels without having to wait for the timer to finish. So, the finish flag was important in giving more player flexibility by allowing the player to move to a different level so that they can test their player movement skills on different level's platform arrangements. The position and size of barrier walls and the variation in the maze style platforms would change the entire level’s player dynamics because the player jumps would have to be made at more accurate angles depending on how the barrier walls and platforms were placed. The more spacing between platforms, the higher angle the player would have to jump. When there was more spacing between barrier walls or for barrier walls with bigger size, the player would also need higher jumps and better jumping angles. Also, it was important to understand where the enemies were placed on the platforms because it was much harder for the player to reach enemies placed on smaller platforms from the decreased landing area. On an easier level, we did not want to decrease the landing area too much, otherwise this would make it harder than the expected easy difficulty. We also learned that keeping platforms spaced too far apart would really change player experience because the mobile screen did not always fit in the next platforms, as we expected, so that the player could have proper view to to jump to other platforms. So understanding how the game works on different screen sizes was important because of how platform visibility really effected how well players would be able to earn points for their medal score. Sometimes, the player would not be able to see the platforms correctly on the mobile screen because it was either too small, too spaced apart or not to the correct scale. Also, having the medal score and points UI more visible for mobile screen size was very important for how the game would look on a mobile screen and how the player would have more understanding and more clarity of how much progress they made throughout the level. We also learned that mobile device user testing of our game on the mobile screen was important because it told us how we need to change the font and position of the UI as the initial font and position of the player's score and gold, silver, and bronze medal score UI was either out of the mobile screen's range or covered too much of the mobile screen and interfered with the user's gameplay.
Possible Future Revisions: Possible future revisions for this maze platformer mobile game include adding more animations to platforms like disappearing barriers and traps. Other future revisions could be adding enemies that would automatically create new barriers for the player while they are also trying to eliminate the player.. Also, other revisions could be adding more barriers around platforms so that the player would have to navigate better during landing onto the platforms. Also, adding a map for the player so that they can be better prepared with finding enemies, barriers, and finding nearby platforms is easier. Additionally, other revisions could be that the enemies can jump off platforms onto other different platforms to avoid being reached by the player. Also, the enemies could disrupt the player more by being able to place traps, in real time during the player’s gameplay, near the platforms. Also, other future revisions could be adding more barriers on the walls so that the player’s jumping has increased difficulty and having movable platforms that automatically slide horizontally or vertically as the player tries to jump onto those moving platforms.
Get Maze Platformer Rush Mobile Game
Maze Platformer Rush Mobile Game
Status | Released |
Authors | Alok Roy Chatterjee, rachelombok |
Genre | Platformer |
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