That's a wrap on Week 1 of QuiVr's Early Access! One patch a day was the goal and I managed to do it :)
Fixes
- Fixed fog area teleporter trapping players when gate closes
- Fixed enemy spawn error when new player joins
- Fixed enemy death error
- Fixed path swapping error when a gate is destroyed
- Fixed issue when closing gate at same time that a gate is destroyed
What's Next?
With this week of bug fixes and performance improvements, I think it's a perfect time to move on to adding some features and tweaking the existing gameplay loop to be more engaging and interesting with repeated rounds. There are lots of things to do still before we begin tackling some of the really big challenges (Giant Climbing, new maps, etc).
This first set of changes will be to the gameplay mechanic of 'Winning'. It was never the intention for the game to play until you lost. However the win condition we had only a week before launch just didn't feel 'Epic' or even very fun for that matter, so we cut it for our Early Access release.
Now that we're up and running, and there are many more 'testers' for the game, I think it's a great time to revisit the win condition. There are a number of things that need to be thought through.
- Audio-visual representation of winning
- Location independent win condition (the cave is where experts go to win)
- Progress display
- Success metric (Difficulty reached?)
- What happens after you win
This is what I'll be working on for the next few days (really until it's done...). If anyone has suggestions, don't hesitate to create a post in the discussions section, as time and time again you guys have shown you're way better at designing games than I am ;)
