Archives for posts with tag: KanaQuest

Hey. So this week was the monthly IGDA (International Game Developers Association) meet up and I went to that to do a playtest of Kana Quest.

So my play test process has been polish to a stable state, give to players, see what breaks and what players don’t like. The main points of feedback from this playtest were quite different from the last one I did. The main point of feedback from the first playtest was that my tutorial was awful and levels got too hard too fast. Now in this playtest as the tutorial is less awful (still not perfect) and I’ve smoothed the difficulty curve, players gave different feedback because there weren’t these big glaring issues.

So the list of feedback I got was as follows.

  • Click and drag action for moving tiles needs more visual feedback
  • The move limit is frustrating
  • The next level sign and the tile matcher effect clashes with the rest of the art
  • levels should immediately proceed to the next level
  • I should have an option at the end of a level to show all the English at once
  • The new kana effect does not read well.

There were other comments and suggestions but these were the most consistent across players.

So this week I have been trying to implement changes based on these problems. But sadly I only really got to two things on this list.

The first thing I addressed was the visual feedback for moving tiles. And this took way longer than it should have. Still has some bugs but it doesn’t break all the time any more (only 5% of the time which is still not good but its better than 50%). So now if you click and drag a Kana it will move with your mouse, and the tile that is being swapped with the current tile will move too. NewSlide

So the bugs that remain are as follows. Sometimes if the player drags really far sometimes the two tiles will end on top of each other. Then the other problem is that if the player drags in one direction and then changes the direction you get this nasty looking pop that you can see when the blank tile is being moved above. And lastly you can get the tile dragging while it is showing you the English side, which just looks kinda clunky.

Secondly I have started working in a “three star system” like in a lot of mobile games. It allows me to have a variable difficulty that the player chooses and lowers the barrier to entry a little bit more. Except I will do it with medals, gold, silver and bronze. You can see the silver medal above in the gif.

The last thing I did this week was not done in the game but was still important. I made my business card.

I’ve been putting this thing off for so long. And now it is done. Yay me.

That’s all from me this week.  Next week I will finish the “three start system”, I will try squashing the last of the movement bugs and I’ll get to the rest of the problems on the list.

So been a while since I was on here.  So what have I been doing?

Basically since I last posted I have decided to dedicate all my time to making my game Kana Quest. I’ve just been forgetting to upload updates to this blog cos I’m good at the social of the medias. Speaking of the social media, I’ve been trying real hard to get twitter working for me. So if you want more immediate updates on Kana Quest follow me @notdeaddesigner .

So Anyway. Have some images and gifs of Kana Quest’s progress.

Kq4

This one is showing off the new background for Kana Quest. The final game with have a background with the same level of polish for each world.

CuteKanaAllWell for some reason it lets me have this gif. Whatever. This shows of me redesign of the Kana tiles to give them all a bit of personality, as well as a backdrop for the puzzles so its easy to see the puzzles with the new background.

NewLevelLayoutIn this one I have added a new UI above the puzzle to improve visibility, changed the formerly red tiles (non moving tiles) to be stone tiles, and I’ve changed the beat level anim to be more instantaneous.

NewRestartButtonGif

In this one I’ve changed to UI ontop of the puzzle as playtesters wanted a restart button and an undo button.

NewEnglishBacks

In this one I updated the backs of the Kana tiles to match the front. As you can see though the back of the stone tiles still don’t match up. Another big change in this one that might not be immediately noticeable is that I no longer have my pixels bunching and stretching so in other words from here on in we are pixel perfect 😀 😀

TutorialScriptTransitions

This one is showing off my new tutorial system. Some one who goes back to last year might remember that I spent a large amount of time making a tutorial script. I was basically forced to retire that script because it was hella inefficient. This one is way more efficient and elegant. Anyway I’ll have a lot more control over this script that the old one had.

And that’s about it. I will probably do updates once a week on Saturdays from now on and will go a lot more in depth of what I’ve been doing. What I want to do the coming week, problems I’ve been having and how I solved old problems.

Anyway take care all.

 

Today was mostly a day focusing on Kana Quest.  But the first thing I did was make a few more changes to the  drawing from yesterday.SUStudyYellowDiamondFightfinal

There is a lot more I could do with this piece, and to be honest I’m not actually happy with how it came out but I need to finish it and move onto something new. The main changes for today was increasing the boldness of the lines in the gems, and changing some of the colors in the background. The things I don’t like about this piece is it just feels kinda flat and lifeless to me. I know I’m working in a cartoon style but this drawing feels so much less dynamic than what I was going for. I think my lack of skill in shading and color theory really hurt this piece. But alas. It’s time to move on from the art of Rebecca Sugar onto a new artist. I think I might focus on landscapes and buildings after this so I look forward to having my buildings looking like boxes and getting annoyed at them.

Next up is I finally finished implementing a mechanic for kana quest from a while back.

It works like this, you have a “paint” tile that when you use it changes the vowel of any kana you use it with. So above an “a” paint tile used with an “nn” tile changes the sound to a “Na”. Most of the mechanic was already done for me today but the thing I did do was create that splotchy overlay to show that the sound has been altered. The hardest part was actually getting that overlay to go back in the correct place when the undo button was used. But I got it working despite the many bugs.

Finally today I started work on a level select scene in the game. Thus allowing players to pick and choose any level they have beaten.  This is good as it allows folk to replay levels if they have forgotten how to play. You can see the begging of the sprites I will use below.KanaQuestGUIPreview.png

So the numbered tiles will be used for the levels. I will use green borders for levels that the player can access and red ones for levels that they can’t.

And that’s everything I did today.