We were presented with the fantastic opportunity to present our UX/UI concepts to Incendiary Blue, where our UX/UI designer Luke got to show off his Adobe XD documents, where Holly and I got to show off how we were visually able to understand Lukes documents and bring them to life within the game, as well as Karl was showing off his models and john his maps.
The week before this pitch, we had spent a significant amount of time putting together a polished presentation as we had a load of work we wanted to get across in such little time; we just had to make every second count. See the presentation here. (Password for link: password )
After giving the presentation, we had ten minutes to gain feedback from them, and it was less directed at the UI/UX of the game, and more at how the magic worked, they loved the concept and thought it was unique for a VR game but felt that it conflicted with our combat system, as if the player was in an intense combat situation as at this stage in the magical development, we hadn't worked on player balance and the mana system. However, their feedback allowed us to rework the system to be a shield/Inventory that you are still able to grab the crystal off, and every time you shoot, magic drains from the crystal.
One of the things they said was that they were worried that the magic would be too strong or become too weak and did not see the point in using it. The way we resolved this issue was to make the magic deal more significant damage than the sword while attacking from a distance and only allowing the mana to recharge once the crystal was back on the shield/ Inventory, as seen in the video below.
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