Movement + Setting - CorruptedVision


Graffiti Prototype n2 - Corrupted Vision

Prototype 1 Playtest

The first Prototype that I focused on was the movement/atmosphere prototype. This prototype aimed to answer the question of the potential aesthetic for the game with the music, as well as  introduce the main 'parkour-esque' controls' from a first person perspective.

Our first playtest of this paragraph was mainly geared to finding out if the player's liked the current control scheme, and if the aesthetic was fitting for the game. 

On the aesthetic side of things, a lot of positive feedback was given with players said they liked the vibe of the overall atmosphere and linked it to our idea of an urban-dystopia like setting with the influence of PS1 games. However, one piece if particular mentioned that the track that we had as BGM was confusing, with every sharp beat indicating to do an action. As a result in the final game, the track will be changed, as well as the volume lowered to avoid any confusion in these kind of actions while maintaining the same vibe and tone.

For the controls and movement side of things, a lot of both positive and negative feedback was given. To start on  the positive side of things, players liked the vaulting mechanic to an extent where they thought it to be interesting, however they used it in an interesting way. As the vaulting mechanic was indicated with red materials, a lot of players used it in unconventional/unforeseen ways, such as to climb up the stairs using the vault mechanic rather than down. This could prove as a way to design the level color coded in specific directions to achieve intended outcomes, as well as potentially include more vertical movement as this was highly enjoyed by players. For the overall movement aspect in the FPS perspective, most players found the jump as well as the movement speed to short and slow respectively for the game. A large number asked us as well if we could potentially add multiple other movement mechanics in the future to explore a more creative and free-flowing parkour game. As such movement speed was tweaked to be fast, with a more free jump.

Prototype 2 Ideation and Goals

The main goals for the 2nd prototype, with the theme of corrupt vision, was to inspect if any changes opposite to the feedback of the 1st playtest would potentially be interesting/engaging. With this the 2nd prototype featured an isometric TPS camera and contained no new movement options. However the game's movement was tweaked, and was intentionally made 'jank' to see if anything fun or interesting could be taken.

The main questions as such for the 2nd prototype were, Would players like a TPS isometric platformer experience? If anything from the broken could be considered for the future? 

Files

CorruptedBuild.zip 28 MB
Oct 04, 2023

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