Proof Yourself - 3/30/20


Devlog

Iteration is going to be our key to success here! Once a week we'll be updating this section to track our progress as we continue to develop Proof Yourself.

What's New

  • Opening Cutscene: To convert our project from local to online multiplayer, we made use of Parsec. To this end, we also created an opening cutscene that plays after the both players have confirmed that they're ready. We hope that this will improve thematic relevance and make it clear to players what's actually going on.

  • The Turing Test - Level 2: We put the finishing touches on the beginning of our second level. This level focuses on Alan Turing and his accomplishments in the fields of cryptography and computer science. This, of course, means a whole host of new enemies with new attacks and fresh new ways to interact with the environment!

  • New Items: Our old set of items seemed to lack thematic relevance and gave playtesters little reason to feel they were of use. To combat this, we created a new set of items that we feel will have a far greater impact on gameplay and overall enjoyment

  • Stamina Update: We found that requiring the professor to use his full stamina bar to drop items was creating periods of boredom for the player, so we halved this cost and are excited to see what players will think.

  • Improved Guidance: A side effect of all this new content is a need to update our guidance, so update we did! You'll find that in the beginning levels, there are more chalkboards ready to explain the new facets of each mechanic.

 

 Looking Forward

  • Level Design: As we continue to progress towards our inevitable deadline, we're going to make a continued effort to improve the feel of levels. In other words, we're going to work hard to make sure that each level offers unique and inspiring gameplay that keeps players engaged throughout. This esoteric ambition often times leads to wild experimentation, so we hope that through the combined efforts of our team and our playtesters we'll be able to create something truly incredible.
  • Streamlined Tutorial: On a more concrete note, we'll be making an effort to limit the amount of text players are required to read in the future. We aim to eventually do this by replacing chalkboard texts with short explanatory animations that can be found throughout levels as the player needs them. We hope that by doing this, we can cut down on the amount of time dedicated to learning the game.

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