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  • Writer's pictureKelson Wysocki

Spring/Summer Project - Update 3

For this week I don't have much of a plan for what to talk about here. Progress these last two weeks on the project was a bit different than it has been in the past. Going into this project I didn't have a strong idea of what I was trying to make. Instead, I was focusing on specific mechanics that I was interested in making, and that carried the development for the first few weeks. After that initial burst, there wasn't a strong direction on where to take the project, and as I began to work on the next steps listed at the end of the second week's update they just felt bland and uninteresting.

The state of the project

Because of these feelings about the project, along with some stresses in other parts of life, I took a short break to figure out where I wanted to take this project. During this time I played and watched other games to see what has been done, hoping it would give me an idea of where I wanted to go. I came to the conclusion that what I wanted to focus on in this project is the combat and looking at what I'd made there was nothing very interesting. The attacks I had already made had no weight behind them and there was no punishment for getting hit by enemies outside of losing a small amount of health.

What does this mean for the project?

One of the first steps I'm going to take going forward is to spend more time on the main attacks for the player and make them feel better by adding particles, screen shake, sound, a more interesting camera angle, and anything more I find makes it a better experience. Along with this, adding punishment for the player getting hit in the form of a stun and more damage while also giving the player a way to block/parry/dodge attacks from enemies will make the combat more interesting. With this new focus on combat, I also want to make individual enemies much more interesting with more complex behaviors and more attacks leaning more into one on one or small group fights instead of hordes of enemies rushing the player.

At the start of this project, I had focused on pushing out content, focusing on getting all the aspects I had thought I wanted in the project first and then going back and making additional passes on each item to make it better. Going forward I instead want to focus on making each part of the experience feel as good as it can. Thank you to anyone who read through this and I'm excited for where this project will end up going.

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