SCOTT LITTLE | HEAD OF QA & GAME DESIGNER
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Gibby the Development Blog

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Gibby V0.3

5/19/2020

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      It took a little longer than I had hoped but I was finally able to clean up the player movement to be a little bit more smooth. There's still a small bug that causes the player to bounce once before they can land if the player presses and releases the jump button insanely quick. However, I was also able to get the crouch walking animation implemented and basic gameplay working properly.

     Special Thanks to my girlfriend J Oh who made the crate asset and our friend Rob Sandoval who made the floor art and helped with the wall art I was able to get those assets implemented into the version 0.3 build.

Here's the most recent build in case you wanted to check it out:
https://github.com/scottlittle18/Crash-Test-Escape/releases/tag/v0.3

     Next I'll be working on getting the crushing animation working so the crushers in the demo level actually crush the player if they get caught. I'll also be working on balancing out the motion sensors so they can activate quick enough to present a considerable challenge to the player when it comes to escaping the incinerator room.
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Milestone 1 Playtesting

3/6/2020

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We've reached the deadline for milestone 1 and even though there are still a lot of bugs we still got a lot of good feedback from the people who participated in play testing the game.

Playtest Notes:
- Player's didn't Know they could click to shove the immobile dummies.
- Player's say the movement is clunky but it might be due to the lack of animation
- Player's got annoyed by getting stuck on boxes
- There's no end state on death
- Enjoyed jumping a lot but it was a bit clunky
- Start testing gamepad functionality and get it to work
- Conveyor belt needs animations like turning wheels
- Fix jumping bug Try making a second test level Polish the movement mechanics!!!
After telling player's that they can shove and how to do it:
- Says should be able to shove both ways
- Doesn't know what the motion sensor light is doing
- Didn't know she died since there was no animation and she could still shove
- Could reach the lower platform without the help of the box or immobile dummy

What did your team agree was the number one most positive element of the game based on internal team playtesting?
Animations need to be added to make the game feel better, and polishing the movement is an absolute must.
What did your team agree was the number one most positive element of the game as mentioned by playtesters external to the team?
Jumping was something that seemed to be enjoyed by one of the playtesters when it was working.
What did your team agree was the most important thing to fix, change or add based on internal playtesting?
 We need to get the player’s movement polished and get the animations in to improve game feel.
What did your team agree was the most important thing to fix, change or add based on external players' comments?
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We should add in more of the animations, which I have, to make it more clear to the player what’s going on with their character. Plus movement will of course need to be polished.

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February 19th, 2020

2/19/2020

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I jumped back into Toon Boom Harmony today and started to create some first drafts of the next few animations we'll need. For the most part I've been trying to hold off on animating until the point comes where we need it. These animations each took me about 20 to 30 minutes to make since I'm using the 2D rigging tools which helps cover for the fact that art and animation tend to be a bit of a weak point of mine.
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Say hello to Gibby the testing dummy!

2/17/2020

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In the last couple of months I've started working on a new game called Gibby. It's a 2D side-scrolling platformer I'm developing in the Unity engine where you play as a testing dummy named Gibby who's suddenly come to life while in line to be decommissioned. Your goal is to escape the Tests R' Us testing facility and become a free dummy while avoiding the testing hazards, lab technicians, and security guards that want nothing more than to destroy you.

Above is Gibby, whom I made in Adobe Illustrator, in their run cycle, which I made using Toon Boom Harmony's 2D rigging tools.
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    Scott Little

    I'm a game designer and developer based in Chicago who is absolutely obsessed with hot pot.

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  • Home
  • My Projects
    • Development Blogs >
      • Gibby The Testing Dummy
      • Apocolytipc Kitty
    • Unity Projects >
      • Gibby the Testing Dummy
      • Overworked
      • Samurai Vengeance
    • 3D Models
  • Level Design
  • Code Samples
    • C#
  • About Me & Contact