Dev Log Week #5 - Polish and Testing
First up, fridays test session went awesome, I had 6 players online at once and no server crashes the entire session!
The testers I spoke to seemed to be having a bunch of fun, and I got some really amazing feedback.
All 3 or higher, I felt this was a great response and showed the concept has some fun behind it.
This one surprised me, though it probably shouldnt have. Most people seemed to feel the graphics were not holding the game back even with the very basic no animation sprites. While surprised it makes sense, some of the games I tested had nothing but bare unshaded/lit cubes/rectangles and some of those were a blast.
While the concept was enjoyed watching people play I noticed a few UI areas that were not intuitive, ie no one dragged skill icons till told they could, and no one noticed most UI elements were movable as well, I think i can solve these without any "tutorial" by just making it more clear things are "windows" a little X on them etc should help.
Bugs,bugs,bugs were found of course and I had some pretty awful ones.
- Client was creating a new Login ID each refresh so people couldnt re login to their character if they needed to reload
- The inventory had a client crash when clicking an item that only showed up in WebGL.
Plenty of others but those were the two worse game breaking bugs.
Not many new features to talk about this week, Client side I worked on:
- Removed my dodgy moving animation
- made paperdoll, containers, map, skills window re positionable
- Added context menus when you click an item, with pickup/drop/equip/unequip options mostly implemented.
- Added some Diversity so players can truly connect with their inner lizard.
Server:
- Fixed deserializing Spawners for really really this time, Serialising Type information was a bit tricky and I was overthinking it
- Targeting framework for skills/items/spells etc that will require targeting a player or an object/tile
- Fixed Mobiles that had an Item as a child, ie their backpack causing the Item to not be re assigned on world loading.
Otherwise the focus was on UI cleanup and polish.
Proxima
Status | In development |
Author | JamesKiddx |
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