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Playtesting and Combat Assistance

  • Writer: Nathan CG
    Nathan CG
  • Apr 26, 2019
  • 2 min read

Updated: May 7, 2019



Coming near the end of project time, I had another small set of tests on the game's combat and overall feel as my primary focus due to having to minimise the progress for the Virtual Controller.


Combat Accuracy


A common result was many found the feel to be rich and enjoyable, but the controls were rather difficult due to the isometric ranged-angle without being a twin-stick setup.


This setup was originally due to the possibility of the Virtual Controller (meaning simultaneous inputs wouldn't be possible) and to avoid ease inputs for users who aren't used to 2 thumb-pads.


Where this would often be fine at a straight-on angle with a melee focus (à la 2D Zelda), with an isometric ranged-focus becomes difficult when overcome with foes.


I looked over other games with long-range high-angled distant cameras and how they tackle these controls. Whilst many used twin-stick due to shooting combat, a few offered aim assist options to remove much need for a right-hand aim system.


Twinstick with Auto-Aim assist in Assault Android Cactus (Witch Beam, 2015)

From this, I opted to try my hand at more chunky shots and use a light aim-assist that checks how far off the Player was from their attack and subtly rotate them towards the foe.

It wasn't much, but it seemed to have resulted in an overall improved reception to the combat!



A future setting is to provide the user with a choice for twin-stick input or single-stick assist to avoid any disconnect from other titles. Displaying the prompt upon game entry seems like the best way to go, where using any Virtual Gamepad will use the aim-assist setting.


Virtual Gamepad Update


To prepare for a submission test, the Virtual Controller was setup using the previously mentioned system mixed with a new Interface to match the style better.

Launching the Controller executable once a game has started will automatically connect the user as a new input.

The system was set to posses an in-game controller for if a Slot didn't have hardware and act accordingly. By being it's own game instance replicating a condensed version of the session, it's also storing gameplay Variables locally should it need them for an update in the system where the Avatar Companion App can be continued outside of the university environment.



This test also added a Drop-In Play system for Mutliplayer users to join the Dungeon run by pressing [A] should the Menu not be fully optimised by the submission date.


It's light, but is all for setting up the foundations for future development after the project submission.

 
 
 

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