Dev Log #8: Week 10


With only three weeks left, we focused on polishing the existing mechanics of the game, as there wasn’t enough time to implement and refine new mechanics or changes to the room layouts. We had more playtesting, which revealed players becoming annoyed if they were killed by the monster and needed to replay the beginning tutorial section of the game. Two programmers were tasked with implementing an automatic checkpoint system to solve this issue. We found that having multiple people working together on one task was more efficient, and decided to implement this strategy in the next big task. To help reduce the possibility of the player becoming lost, we decided to implement the player's location on the map. It took three programmers three days of work to be implemented, as many bugs and issues arose while completing this task. Playtesters found it helpful to know their location, but we came across another issue of forgetting to use the map. We are brainstorming ways to remind the player to use the map without trying to hand-hold the player.

We also made some other minor changes, including:

  • Delaying the monster spawning by 5 seconds to stop players from dying too soon
  • Stamina bar only appears when it’s being used to clean up the UI interface (similar to Breath of the Wild)
  • Removed the brown tinted time travel overlay as it was no longer needed because the past and present were distinct enough due to lighting and asset changes
  • Added a painting note as a hint to the player about what painting to turn
  • Added candle lights and other lights near the painting puzzles to help guide the players

Files

Borrowed Time Final Build
External
Dec 10, 2023

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