Development Log


Week1:

Included foundational elements. Introduced Raycast Jumping and included the movement of the eyes rolling around. Also in Photoshop quickly drew the facial shape for the eyes to fit in

Additionally, it creates enemies that would follow players around the map and allow them to have rigidbodies and enough can eventually stop the player. 

Finally, created the goal elements, where the player would collide with and get stuck in the face’s eyeholes, with which the game could end on that goal

Most of the time was troubleshooting the movement speeds and velocity/gravity issues. I did this until I grew comfortable with the movement and the following code between enemies and the eyeballs. 

Week2:

Added obstacles and shaped the course more. Complete UI overhaul, added the stat screen, instructions menu, and coded it to allow for a scene switch into the actual game. 

Aside from the UI changes, there are also behavior tweaks to the frequency of the balls, as well as the final victory screen which loops the game. 

Week3:

Added the finishing touches on bug fixes and numbers tweaking. The issues fixed were specifically related to display problems in itch.io. Furthermore, there were added visual and aesthetic assets, such as background sprites, colors, and new audio sound effects. 

Playtest:

There are implicit indications by the level design, such as believing the eyes need to be together and that the farther you progress, more dots appear. Despite the blue platforms having deep bounceback, Ashley, the playtester, was easily able to pass the obstacles without being bogged down by the spawning enemies. 

Should increase the difficulty a bit more, seems rather too easy right now, because enemies spawning may get stuck and never interact with the player. The chill and relaxed aesthetics come off clearly, and the difficulty currently reflects that theme better than if it were harder. 

Suggestions are to increase the depth of the pits so it's clearer that the surroundings and enemies allow for difficulty and slowed progress. Future corrections could be on clarity and a better balance for the difficulty, since the randomness leaves gaps in how difficult it can be.

In the end: This project was a lot of fun! I really grew an appreciation and interest in the physics systems of Unity 2D as I was tweaking movements an behavior. Ultimately, I want to balance difficulty in the future to make a game like this play to a very specific experience of my design. I'd want to evolve the design further with some more changes and add-ons that allow for a replayability, while preserving the overall experience, but in the end, the project was a lot of fun to make!

Files

ColorBLind2.zip Play in browser
Oct 29, 2020

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