The goal for these past few weeks was to identify and execute on a few different tasks. Primarily we wanted to get a better framework down so that the game can be expanded without growing pains. Before we go ahead first into new level designs, expanding new levels further, and adding in all of the visuals, we took a look at the hard hitting stuff that might have missed the mark. Most of these were either known issues prior to the release of Middle Man or we were given feedback on them from the community. Some are as follows:
- Give better direction of being required to talk to the scientists(beans) before you can pick up upgrades
- Teach or have a way for people to learn the game more effectively
- Better indicate that the corruption blobs are dangerous
Having these in mind when starting our work made it really easy to identify where we should start. While we evaluated and updated these three things we also added some more cool stuff and have even more in the works! Personally, I think this sprint was very successful in the steps to getting the game on track for a full Steam release. Along with knowing when to quit, you have to learn when to start and where to start. All too often I get caught up in the visuals of a game. I want to make them look as good as it feels and sounds, but before you begin to polish up the looks of anything, the foundation has to be great. I applied this concept to my level designs. I had made many different platforms but only used one for the functionality of the game before ever implementing the others. After it felt good to play, I changed the models up. I added a broken car and some sidewalk tiles just to add variety to the platforms and visuals. This did so much for the atmosphere of the game. Instantly there was more color to the level, and it felt like you were in more than just a field of floating rocks.
We started off understanding that having so many different tasks and multiple people working on the project, we were in desperate need of some type of organizational board. Our past solution, though good for what it was, just wasn’t the best fit. However while searching for a better solution we stumbled upon Jira. Jira is a project management solution that we have integrated into our workflow and has helped tremendously. I highly recommend, if not Jira, to find a solution that is suited for you and your team's needs!
After getting our projects organization down, we started work on the bulk of content that we would hope to accomplish by the end of the sprint. Starting with giving the player a better understanding that they are to interact with the scientist. Upon looking at different solutions we found that we really liked it being simple still so we added a pop up element next to the cursor to indicate that you can interact with certain objects!
When we were searching for a way to teach the player the controls of the game, I struggled with finding a solution that wasn’t just plain text or a tutorial. These work for what they are, but I think that there has to be a better solution out there. After some thought we came up with a control board that will be displayed in the sheds. Visible from the very start of the game that would show off which button presses were active at any given time. We liked this idea and in execution I think it really is a fun little way to show the player the controls without forcing them to look at it.
The last major thing we had to have a look over was the blobs being too inviting. When we initially made the game it was just an extra obstacle that we wanted to throw in and we didn’t have much time left to better match up the visuals. Though we had already planned on wanting to change the visuals, the feedback we got made it even more important to do it early. Dan spent a TON of time on this visual; it looks much more minising and deadly. It also fits a lot better with the rest of the game’s visuals.
Minor updates and improvements
- Cleaning up the projects internals
- Adding a backout door in place of a mainmenu to get back to the hub
- Update internal systems to better house further content and improvements
- Test out new mechanics that ultimately were cut due to not quite fitting in
- Create a new upgrade system that is more in line with a newer RPG style
- Add visuals to show when the player is moving fast
- Show players best times on each level
- Add ability to replay a level on repeat
- Created various models
- Update the bauble count to better fit the aesthetic
- Added some improvements to visual feedback
- Add a level select in the Hub world
- Create Hub world in place of Main Menu
- Add more corruption spawns from Meteor strikes
- Added visual effects to meteors
- Update the skybox resolution to eliminate stretching at the poles as well as general blurriness
- Add a system that allows for collectibles
- Add ability to animate platforms
- Switch to new Unity input system to better help with controller support in the future
Plans for the next sprint
Beginning this week we want to start getting more content into the game while we are still working on polishing up some of the systems. Unfortunately this means that content that isn’t essential will have to wait. Some of these being:
- Sounds
- Story
- New Levels
- New Music
- Animations
However, this does mean that hopefully by the end of the sprint or in the next that we will be able to jump to some of these and get them in the works! But who knows, maybe we will even be able to blast through some of the other tasks in the backlog and get to this sooner than later. For now though we will talk about some of the things we want to get accomplished in the following weeks. Ideally we would like to get:
- Controller support for Playstation 4 & 5, Xbox One & Series X|S, as well as Nintendo Pro controllers.
- Steam page up for wishlists
- Finish refining core systems to allow for more content drip
After we have these completed we will be on a great path to getting the game fully released. If you enjoy these devlogs you’re more than welcome to join our community discord as well as follow us on our various media! Check back in two weeks on March 22nd, 2023 for the next installment of the Middle Man devlogs!
Tune in March 22nd for the next devlog. I can’t wait to share what all we get done in the coming weeks, see you soon!
If you’d like to check out “Middle Man” as it is at the time of writing, you can find it here: https://underbudget-games.itch.io/middle-man