Balancing... Just About Everything
Author: Christopher Solomon
To make sure that everything is ready for the final build of our project, I have continued to work on balancing the various features of our game. Last week I primarily focused on balancing the enemies, since they were outdated in the current state of the game. This week, however, the process extends beyond just the enemies and into our tower, currency, and upgrade systems. Through testing our game, I was able to figure out which features were lacking in comparison to others. One tower that I found to be lacking was the Freeze tower, since it did low damage and inflicted a very short-lived slowdown effect. It only took a comparison to the Gas Dispenser, which did more damage and had the incredibly useful ability to turn enemies around on the track, to see that it was underpowered. In terms of upgrades, it is important to make sure that certain abilities don't become so powerful that they break the game. One such upgrade tree was the player movespeed tree which caused the player to move so fast that the map could hardly contain them. It is also essential to ensure that each tower and upgrade has the correct cost befitting their abilities.
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