Dev Blog 6: Iterations...
Welcome to Bardbarian Dev Blog #6! Coming out of our first beta, we received a ton of feedback, and we’ve been busy parsing it and see what changes we might want to make as a result.
This week has consisted of a bunch of prototyping and testing of new play mechanics, as we work to put the finishing touches on the core gameplay.
First off, we’ve taken another pass on our UI, and are really happy with how it’s turned out. Here is (hopefully) the final Game UI:
We turned the bottom-right Corner into a button (more on that later), and moved Gold / Notes to the top. Many testers were complaining that they did not notice them when placed in the bottom-right. We also added a wave counter, and a top strip to tie it all together.
One of the main feedback points we got from the Beta, was that the game lacked a litle bit of depth, and that the Store didn’t really have enough items to be purchased. To remedy this, we’ve been playing with a couple new mechanics.
Stun Solo / Kill Combo
One idea we had, for just that extra layer of depth, was to add some sort of “Stun Solo” to Brad. This way he could actually get more involved in the gameplay, and we can reward skilled players a little more. The idea is that Brad can occasionally summon a huge solo, that Stuns all enemies on screen, and clears the screen of Bullets.
We didn’t want this to be tied into your “Note Cost” though, as we thought this would negatively affect the game’s balance. After throwing ideas around for a while, we decided to go with a simple combo system: Score 10 kills in a row, without getting hit, and the Button becomes charged.
Here’s a quick video of the first iteration of the Stun Solo in action. Note that I’m cheating by constantly filling up the charge bar, normally I would need a 10-kill streak to fill it up.
Mike had the idea to add pets, similar to what you might see in Castle Crashers. Our initial idea is that you would start with a basic companion pet that didn’t do anything, and then you could purchase more from the Store. Some pets would provide stats buffs, while others may actually do a specific job for you.
The first Pet AI we mocked up was the “Gold Hound”, his job is to collect gold for you, so you don’t need to! We didn’t have proper assets for him, so I used the “Rock Fish” enemy animation that we had lying around.
Here’s a video of him in action (instead of ugly Rock Fish, picture a friendly animal):
Hope you enjoyed the peak inside our brains at the moment! Let us know your thoughts in the comments, we’re in the iteration phase now, so there’s a good chance that if you post a killer idea, we may be able to get it in the game 🙂