Tuesday, November 5, 2013

Vinyl, now in IGF!!

Last week was a huge week filled with loads of work to get the build ready for IGF.  Our first submission went up on Tuesday and was mostly comprised of tweaking and fine tuning all the little issues we could think of.  This gave us a posted build that we knew would be in by the deadline, but we hoped to submit another, more polished one on Thursday if we could.

That night I sent out the build to my brother and a friend in France and got a ton of great feedback on the build, mostly relating to future goals since there wouldn't be enough time to get it in for IGF (and because huge changes that close to a deadline is a terrible ideas), but also some excellent feedback from new time users such as how to play a song not being apparent enough.

Thursday the professors sat down with the game and gave us a lot of feedback as well along with a list of changes they felt were mandatory for the IGF submission.  Most of these changes related to the menus and UI so I sat down and got all of them into the game within a few hours, allowing us to get the submission in that night, right before the deadline.

The most important of these changes were making so that the first song in the list is automatically selected, making the play button colored differently, making it so that a loaded song is automatically selected and scrolled to in the list, and the addition of a power bar to the in game UI so the player can easily tell how much power they have at any given time.

I'm super happy with the latest build and can see where this game is going at last.  I think we're going to have a really awesome final product.

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