Good Weekend everyone!
We are ramping up testing here @ Tio Atum. A lot of juicy feedback and the occasional rage quit are helping us make Greedy Guns better with each pass. So let me show you all what we’ve been up to!
Jump you fools!
We keep having people say there’s something wrong with the way our heroes jump. They can’t really put their fingers on it, but something is off.
We can see it when they miss a jump they were sure they were going to land. We came to the conclusion that it was a mix of a poor animation (didn’t quite show where the feet of the character were while airborn) and somewhat randomly placed platforms, that seemed possible but were a bit tricky to gauge the distance and adequate jump needed to clear it.
What can we do to fix it? Well, change the animation and make sure the platforms all fall into a few standards of distance and height. That means going throw all 130 something rooms or levels and fixing that (ouch!). But we are on it!
We already did some tweaks to the animations. Here’s the classic before and after.
Now for the new one!
Can you tell the difference? Let’s us know what you think in the comments
Our characters now raise the legs, parallel feet, so you can better gauge how high you can actually go. It feels much better but the proof is in the pudding. We’ll have to wait for the next round of tests for that!
The lastest test session
Mid this week we had our good friend and game designer Edgar Jesus (@edgarajesus) to come and test Greedy Guns for a couple of hours. If you are on the twitterverse just follow that man cause we can’t thank him enough for all his feedback and help.
Tio Atum at Rezzed!
So just look for this face!
See you soon!
Miguel Rafael & the Tio Atum team