The 3rd and final genre for this subject was a choice between survival and stealth, and it was meant to contain the engagement loop for that genre. I decided to go with stealth, as it was a genre I was relatively familiar with.
For the first build with the genre I decided to go with a second level which contained corridors where the player could hide. I also intended to add some patrolling AI, as it was a common feature in most stealth games. However, there were issues with implementation, as the AI would fail to move from its spawn location, even with the patrol points set. I decided instead to use the same enemies from the previous level. For the A/B testing, I chose 2 different songs to use as background music for the first level. From this, the second song seemed like the better choice, as the first tester found the first variation to be too sad for the game. Feedback for the stealth section seemed to be negligible, as both testers ignored it completely. Some feedback however was that the lighting for the level could be more dramatic.
Taking that into account, the second build added some dramatic lighting to the level, and I added the final artifact the player is supposed to be retrieving at the end. Outside of the level, I made it so that the enemies' health bars would not be shown at all times, but instead only when they got hit. This was something testers constantly brought up in previous builds, and I'm glad I could resolve it. In regards to testing, I decided to test 2 variations of the player's movement speed, as at some points it felt like it took too long to traverse the map. Tester 2, who got the variation with the higher movement speed, found that this variation was the best, as he found it more convenient to previous builds (which he had tested before). This tester also found that the enemies in level 2 would notice him before he could hide from them, and so sneaking past them would be extremely hard, or impossible.
From this, for the final build I decided to reduce the sight duration of the Tank enemies, as they are the only ones that appear in the second level. I also fixed some things, like the issue where hitting the tanks would not make any noises. I also slightly reduced the movement speed, as it caused issues with the platforming section in the first level. I also changed the layout of that section to constantly scale up instead, as it fit with the theme of returning to the Angels' headquarters to retrieve the artifact.
In my opinion, I didn't manage to implement the stealth genre well enough. I found it difficult to make it fit within the game, and some of the elements I had planned to add either didn't work, or couldn't be expanded upon enough to work. All things considered however, I don't think the final product turned out too bad, just that some things could have been improved.
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