The week of the Pre-Beta.
In this week we had to prepare the features that needed to be present for the next week deadline and that is the Beta week, at that stage everything should be ready and done leaving the last week (week 8) for polishing only and getting rid of bugs that are present in the game.
This week we aimed at getting the main feature ready and that is casting and combining magic, this involves the control mechanism of casting different magic with the movement patterns done by using the analog sticks.
The spells that existed for this pre-beta were (Xbox Controller);
Fireball, which is the main casting and is executed by pressing X.
Firewall
Fireflies
Fireblast
Blackhole
Gravity
And the combination Fireball + Fireflies = resulting in the spell “Fire rain”,
Also Blackhole + Fireball = Big bang.
Combining spells does not only mean that some spells are compatible and creates new spells, casting spells on the field and using them to your advantage is a tactical choice a player can make, Ex; Casting gravity to trap enemies in the air while making time to cast more devastating spells.
Some visual effects were present but not all of them, for the rest of the spells we used placeholders that indicated the spell placed onto the field. But all of them had environmental effects.
The enemies we had in this stage where only the “Hasharas” (Insects), small djinns that resembles a combination between an angler fish and spider. They are smaller and move in packs but should be easier to kill.
HUD
A Health and Harakat (special move) meter was present, there was also an indicator that showed how you moved your analog according to a spell and what gesture you executed.
Harakat Mode
This mode did not have a finished GUI layout, the Slowmotion/Bullettime was present and you could cast three spells that would be thrown at the same time when the mode ends.
Level
The build for the level is have a lot of textured props placed out; Stones, vegetation, glowing mushrooms, hanging bridge, breakable objects and more.
The light is being set and the central room is being worked on. Soon everything will be up and presentable.
Open play testing
An second play testing was held on Friday, where anyone who felt to try out the games would have the chance to do so, and also for us to receive feedback on what we need to adjust.
A lot of it involved the actual gameplay and how it felt, the combat mechanics with the gesture movements is something new and also confusing for a lot of testers, this is to be expected as it is a new way of casting spells. We need to teach the player how to do it in an easy way with the help of a tutorial.
The spell fireball did not have a cooldown which resulted in constant attacking the enemies with the same spell and neglecting the use of the other spells as it became unnecessary to use them. Spamming the fireball was the dominant way to defeat the enemies.
The enemies need to have their health reduced a lot as they come in large quantities and took to long time to kill.
The Harakat mode was not functioning in a good way which also was neglected by testers.
A lot of bugs was reported and falling off the cliff resulted in crashing the game.
Some of the animations needs to be blended properly as they was not synchronized with the character movements.
We have a large list of feedback received from the play testing, all of them will be compiled to a list that should be checked off as team work.
The Designer
The logotype for Naar is done, and also the group logo that would represent us as a team.
As you can see the turban on the Naar logo was remade and the fire background was removed which made the logo clean and consistent in the art style.
The tutorial have not been done yet but there are some solutions planned for it, we will place hints on how to use them in combat and how the player should use them tactically to their advantage. Most will need to be illustrated through pictures that are easy to understand, due to the limited time they have to learn it.
We have a short narrative written for the game but it is being discussed in the team, we have a suggestion about using it in the title screen in form of murals on the wall, there is another suggestion of having it all explained in a training area by a “teacher”, then jumping into action with defeated enemies at the start of the level.
Displaying a narrative in a 10 minutes gameplay is a difficult task to achieve, and therefore will take a lot of time to get done, I will need to find the easiest and most effective way to display it so that the player understands why the are in that location and why they are fighting these monsters.
Doing this with cut scenes may not be possible due to the lack of time, but that would have been the best possible way to do it.
As I as the producer and lead designer have a lot of tasks on my plate to do, these things have been on hold for a time, but next week I need to find a solution for this, in the worst possible scenario I need to skip the narrative part and make a tutorial in which the player have to read what to do before they start, and maybe read about the story through a start text that can be skipped by pressing a button.
Next week
In the upcoming week we will need to crunch and play test the game every day until the Beta deadline on Friday. A lot of the coding needs to be complete and all the spells should be present and the combat system should make it feel as a good gameplay.
And also a new enemy will be put in to the game (The Ghoul), we have the final mesh ready and will work with the animations as soon as possible.
A lot of visual information and screenshots can be seen at our Facebook site: NaarTheGame, like and follow it to keep updated of the development.
And we shall try to get a gameplay video up at the page too for people to see.
Wish us luck!
Team Members
Ahmad Ali, Producer/Lead Designer
William Mayer, Lead Artst: https://urkenblogg.wordpress.com/
Marcus svensson, 3D Artist: https://sirfishy.wordpress.com/
Andreas Calmius, Level designer: https://calmius.wordpress.com/
Oscar Eriksson, Lead Programmer: https://orrexon.wordpress.com/
Ladbon Monjezizadeh, AI Programmer: https://ladbon.wordpress.com/
Herman Båtelsson, Programmer: https://hermanbatelsson.wordpress.com/