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It's All About the Player

This week we are preparing to be as playable as possible because we have a playtest coming up. This means making our complex scenes from building the bot to assigning controls as player friendly as possible. What was our main plan to less complicate things were a tutorial of how the process works of creating a bot. Another thing we went for is visual cues to show that what the player is doing is actually doing something.



I worked mainly on our Assign Controls Scene. What I did in this scene was finished a tutorial that gives them a glimpse of the initial scene without changing anything then after they go through that phase of the tutorial, the next step was showing each player how to change a control. That was the tutorial portion that was finish this last sprint. The next big thing was the visual cues that still needed refinement. The first one that was implemented was when the player selects a part, then hovers over the control for that action for the part. Doing that will trigger a little animation of how the part does that action, whether that is raising, rotating, or even firing. This was done so the player was not surprised on how the part was supposed to work. This led to a problem of not being able to see each part on a bot when previewing its actions. What I did with the help of another programmer on the UI team, Eslis, was added a Cinemachine Freelook camera that focuses on whatever part you are currently on. This allows the player to easily see what part they are on and what that part does. To add on to the camera, there was also joystick functionality added so you can focus on the part while looking at different angles on it.


- Cole Woulf, UI Programmer

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