Bullet Time - Getting ready for User Testing


User Interface

We made adjustments to the UI for element positioning, as well as a functional addition of adding the time scale to the UI, based in the center of the screen so it’s the UI element you can most afford to look at while playing through a scene.

We have a new intro.


Scene

The testing scene has been updated to make it physically much longer (hallway), proper lighting was added to light up the scene when actually playing it. 

The bullet now starts at a much slower speed than realtime, at the moment, it starts at 0.2x and it is up to the user to increase it. Ultimately, we want this to be animated, gradually moving up to a faster speed.

When the player moves close to an object, you gain more score, this is dependent on how close you are. This won’t be completely accurate until the proper colliders for enemies are working properly.


Power Ups

We have added power ups, including a basic physical model of a cube. With these power ups, you can get extra time on the clock from the green cubes or additional points added to your score for the red cubes.


Targets

We have added many more enemies, ensuring the player has a target rich environment, and much more to the point, cannot get them all, this means the player must be more careful when picking their path, otherwise they will likely run out of ammo before hitting the primary target.


Life System

The player is now limited to X number of shots.

When the bullet hits the wall or an enemy, it counts as the end of that bullet's life as it has lost too much energy to continue.

Sound

We have basic sound in the game now, this includes music for the intro, main menu and gun shots in-game..

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