Alpha Build
Jötunn Ascent » Devlog
PLAYER EXPERIENCE GOALS
Art
"How is the sense of scale, as well as does it feel like a cave." PEG The player can gain a sense of scale from the moment the step into the starting cave level through size of props, and the cavernous design of the cave. The player feels a sense of adventure, and awe as they transverse through this grand piece of nature. |
Design
"How is the general flows of the starts, does it give clear instructions through design" PEG The player should feel like they know where they need to go through environmental clues, and general flow that leads them through the world without getting lost too much. |
Game play
"What kind of game do you think you are playing." PEG Clambering, and jumping through the level brings a sense of skill, and accomplishment as the player learns how to transverse the level with every mistakes, and success. |
Get Jötunn Ascent
Jötunn Ascent
3D Platformer set in Norse Mythology
Status | In development |
Author | Baron_Blank |
Genre | Platformer |
More posts
- Devlog #10 Platforming and LightingDec 13, 2019
- Devlog #9 Climber TexturesDec 13, 2019
- Devlog #8 Climber Model ProgressDec 13, 2019
- Jotunn's Ascent BetaDec 06, 2019
- Level 2: AlphaNov 12, 2019
- Devlog #7 Building a Giant from the feet upNov 01, 2019
- Devlog#6 Terrain and Highpoly CountOct 24, 2019
- Devlog #4 Whitebox and Cave DesignOct 10, 2019
- Devlog #3 Character BlockoutOct 10, 2019
Comments
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Your game has definitely evolved from when we first played it in class! It definitely has the atmosphere I believe you're going for - you feel very small and awed by the environment around you as you play. However, I was a bit confused about what I was supposed to be doing in this level, and a fair few objects lacked collision. I think making the way you're supposed to be going a bit more apparent would be a big plus.
i love the environment so far! The overall scaling and modeling is great far and it really feels like a snowing scape. I would suggest using a tillable texture for the snow to gave it a little extra variety, just something with a small amount of grit.
When moving into the final I think giving the character some direction on where to go is prevalent. Also giving the player information about why theyre playing and what theyre playing. Maybe this is solved with a narrator? I can't wait to see the puzzles!