3 weeks have passed since previous post, it could seem a lot, but we´ve been working hard all this time in the version entitled pandora. Also there has been a lot of work in the trailer with all the team helping to finish it.
So let´s see what has version pandora brought so far:
– Level changed by pandora, a floating island in the middle of the sky with a river that divides the battlefield.
– Added interactive environment and props: trees, caravan, sign posts, barrels, butterflies, flowers and seagulls so that everything is more alive and gives feedback making the player feel better when attacking.
– Camera travelling introducing IsoChronia and both kings so you can watch the scene and the kings making them a bit more noticeable (still not obvious that the goal is having other player´s king with less health in the fourth time layer).
– Sound fx for most of the interactions. Some of the sounds have been used to help player understand the game mechanics. For example the king says messages like: “Protect the king” and “Attack” to empathize what you are suppose to do. Also as they keep giving orders it gives the information of being important for the team.
– GUI redesign to include: small flags on top of the screen to give information about the total number of time layers in a battle, indicators of attack, health and speed to give information about the different units. The style of the GUI elements has been changed to be more integrated with the game: flags, towers and banners have been used. Time indicator is a needle clock to make more obvious that it is indicating time. When the time layer finishes the clock enlarges and is centered facilitating the player to understand that everything rewinds and that there is a clock.
As you can see, in general, we´ve worked a lot to improve player experience and making the battlefield stand out. Also the GUI has been redesigned to help player understand the game mechanics.
All this changes have been possible thanks to mentors which have been very useful testers. Also we would like to thank those other dare teams who have had time to play IsoChronous and have given their thoughts to improve it. Last but not least, the kids from the focus testing day have helped us to see that even without understanding the whole game mechanics, IsoChronous is still funny, we enjoyed a lot watching them play it and making up sounds for hammer master and the rest of the mighty warriors. Thank you .