Progress Report #3 - Crunch Time


As we enter the final stretch of Twin Dimensions in the last couple weeks of our course, we enter the dreaded crunch time. 

Currently we're in a middle stage, between perfecting functional gameplay and making the game have a distinct playable 'start-to-finish' loop and the final polishing phase. 

This means a lot of playtesting and collecting feedback and reviews from friends and family as well as other students, our professors, and industry connections provided by our professors.

We're also in the process of setting up controller support and model animations.

We've also begun preparations for the Level Up Showcase that we'll be exhibiting Twin Dimensions at on April 19th, such as marketing and experience plans for our players. I've also on my own been looking into some special things, but we'll leave that a surprise for my team members as well as the Level Up audience. 

One thing we've also had to update largely since our last playtests was the code that controls interaction order, as we had many bugs and issues related to players playing through puzzle and mechanic elements in the "wrong" order. While it would be ideal to allow the player a bit more freedom in terms of solve order, with the time constraints of this project its easier for us to simply lock certain mechanics and interactions behind the other actions that we want the player to complete first.

We have a continual focus through out all of our builds on improving player understanding and experience. With the unique theme and interactions of Twin Dimensions there is a lot of possibility for players getting lost or confused at some of our more original mechanics. We've also found that player understanding, naturally, varies a lot based on the type of player, for example puzzle and logic gamers tend to play more as we expected and need less guidance.

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