We are in our final push to complete our game. With that in mind we are here to present a relatively short blog post as we continue to advance in our progress. For the most part we are completing some final polishes on various levels of the game. Things we have added to the game to make it more juicy include: Sound, dressings for the room, and some particle effects. We referred to various free music and SFX libraries to build up a folder of music and sound effects that increase the player’s sense of immersion within the game. Importantly we wanted to be able to contrast the innocence of the child’s playroom with the intensity of a battle, and wanted the music to reflect this contrast. The dressings for the room expanded the visual aesthetic of the game and rooted it more accurate settings. Finally, we wanted to balance the seriousness of the in person battles with the innocence of the child’s room, and so we added particles. However, rather than have gore and intense particles, we have cartoonish puffs of smoke that indicate collisions and the defeat of enemy toy soldiers.
We also have our third working game ready to integrate into the game scene. The catapult fully works with reloading, explosions, particle effects, and interactive levers. As soon as the proper art assets are made, the catapult will be in the game with everything else and playable by our audiences.
Ultimately, we have some strategy design work to polish. Specifically, we need to understand how best to balance the game over the course of multiple playtests. We know our enemies will be coming in waves, but there are still many questions to answer. How many waves? How many enemies per wave? Are there partial goals we want players to aim for? Can the enemies take multiple paths? All of these questions we are currently working to answer as we fiddle with various curves and paths.