/Vehementia

Primary LanguageC#MIT LicenseMIT

Vehementia

Third game prototype for my CART 315 class. Make sure to open the Prologue scene first.

Game features

  • Heavy focus on balancing narrative and combat
  • “Feel-good” combat, with satisfying responsiveness
  • Integration of voice lines and accompanying animated text
  • Replayability, with moments of reprieve for proper pacing

Journal

Design hypothesis

  • Is it possible to make an (at least mildly) ethical ultra-violent game?
  • How can we use calm and/or proper narratives to counteract this?
  • Use of gameplay “momentum” to sway player emotion

Development

Entry 1

  • Focused mainly on player and enemy creation
  • Sprite animation and particle effects tweaking
  • Basic movement

Entry 2

  • Added text effects and made them animated
  • Added tile maps, and procedural tile generation

Entry 3

  • Added enemy movement
  • Lot of combat balancing and combat feel tweaks
  • Added music, enemy spawner, and wall of death

Entry 4

  • More work on text popups
  • Started adding voice lines and sanctuary area

Entry 5

  • Finished sanctuary and game loop
  • Added and integrated voices
  • Added prologue and helper UI

Questions for playtesters

  1. Is the game too jarring when transitioning between the “calm” and “violent” sections?
  2. Does the music transition well?
  3. How does the combat feel? Rewarding? Impactful?
  4. Is the game too difficult? (also curious what high score playtesters were able to get)
  5. Are the sound effects (e.g. monster sounds, voice lines) integrated well?
  6. Should the game have more narrative? Less?

Results from playtesting

Main issues

  • Transition between areas was a bit jarring, could be solved with a manual confirmation
  • Enemy health bars are not displayed, which made combat feel not as rewarding
  • No indication of player damage
  • Jumping is currently useless
  • Could definitely be made harder

Main enjoyments

  • Music transitioning was very good
  • Voice lines were implemented well
  • Enemy knockback is satisfying

Improvements to be made

  • More narrative should be added, but not necessarily all at once
  • Combat can be made to be much more diverse
    • Different enemy types
    • Different weapons
    • Platforming?
  • More visual cues all around