Cloud Control - Beta


With our core player mechanics thoroughly tested and established, we chose to focus on improving our arena/environment and reworking our game's visuals around a specific theme. To do the former, we created multiple maps that players can choose from between rounds. We've also made some changes to the water channel environment obstacle we created in the previous iteration; they're now rainclouds that can either be stationary or move between fixed points. Rather than conducting electricity by zapping the water, these rainclouds are activated if the player zaps the cloud itself within their electric field and will change color to reflect that. The new rainclouds are part of our thematic change - our game is now themed around clouds and lightning, and our game title has been changed to reflect it. Players now play as smiling cartoon clouds, and their coils are smaller clouds of the same color; the teleporters have been changed to tornadoes, the backgrounds are skybox gradients, and our electricity visuals have been tweaked to resemble lightning (see the electrified rainclouds/water channels). We've also taken the opportunity to clean up visual and intermediary aspects of other parts of the game, such as adding scene transitions and a results screen. The last change we made this week was adding opt-in player analytics. By adding maps, we hope to allow players to curate their playing experience and ensure that different rounds created different experiences and required different strategies. Now that we've established our theme, our game is more cohesive and memorable and we can take the opportunity to properly finalize and polish our visual and audio effects.

For our upcoming iteration, we're looking to design more maps that the player can use and utilize playtesting feedback on our current iteration to improve the maps we currently have and tweak environment obstacles as necessary. We'd also like to do some experimenting with the way respawning works so that players can get a clearer indication of when/where they're respawning; the game is very fast-paced and chaotic, so we're hoping to decrease confusion by making sudden movements (like teleportation or respawning) juicier. Otherwise, we're just looking to generally clean up loose ends and improve the overall experience.

Files

CloudControlBuilds.zip 404 MB
Apr 05, 2020

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