Development Process & Playtesting


Game Dev Process & Playtesting:

  • Development process

  The development process for this game began with noting down ideas for adventure games with pathfinding and navmesh agents. After meeting together as a group, it was decided that the theme would be related to the game Red Alert which is a well-known series of real-time strategy video games within the Command & Conquer series. The main character would be a soldier who is the only survivor after a fierce and brutal battle. He received the last mission from his commander, which is also his objective throughout this game, to use the remaining forces to secure the fortress of his country.

  The first week was roles, task distribution, and prototyping of the idea. We initially thought about focusing on the RTS(real-time strategy) aspect of the Red Alert, while the feedback from the professor suggested it was a little bit out of scope, so our focus turned to the multi-control feature of the object and the storytelling feature of the game. We finished up the basic function of the multi-control system of the troops at the end of the second week and got our feedbacks from the playtesting. 



  During weekends we also made an experiment of another feature for building up troops from the bases but did not succeed in doing so, so we decided to focus more on detailed plot and storyline to provide players with a better user experience. Then we worked on perfecting the UI system and sound effects throughout the third week. 



  We didn’t make levels, in particular, instead, we made it as a big level, with multiple directives to do: the first step is to activate the radar under the guidance of the commander to get a clear vision of the mini-map, then collect more units of troops from different part of the map and finally move towards the enemy base and destroy them.

  • Playtesting Feedback:
    • Unique design with drag and select feature 
    • Can include more animations for destroying, and different attack animations
    • Can include different layers for different types of vehicle and their attacks
    • Can include air units to attack ground and air while the ground unit can’t attack the air force
    • Can include a list of troops that are alive to keep track of them, since the map might be too targe
    • Each type of unit’s bullet can have a different force with it or have a stronger or weaker attack value
    • Can include health bar over the player and enemies

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