Tristan Final Blog (Open Bet)


As you may know from the rest of the blog posts, I'm the one responsible for art asset acquisition and integration. During the open beta, we made sure to ask the testers what they thought of the current art, and the responses were overwhelmingly positive. A majority of the testers, ten people, thought the graphics were 5/5, five people rated them 4/5, 2 voted 3/5, and one gave the graphics a 2/5. Even though some people rated the graphics lower on the scale, there wasn't any feedback about the graphics in the open-ended questions. 

Since I was responsible for art integration, I also had to make sure to use textures and assets that wouldn't use too much memory and cause people on lower end machines to not be able to play the game. I used LODs and scaled down the quality of the textures whenever I could, and I think this worked pretty well. Only 3 out of 20 people said that they had low end computers, and again 3 out of 20 said they had problems running the game. While the optimization that I did helped for sure, it still seems that there could be a little bit more done.

The biggest issue testers had with the game was the lack of direction or instructions for the player. Most of the testers noted that they got lost or had no idea what they were supposed to be doing at first. We intend to combat this with voice lines, that Laksha is responsible for, and in-game sign posts that points the players in the right direction. These will just be normal sign posts that you may see in a village, or maybe in other video games or even movies. I think with the voice lines and sign posts, players will better know where it is they are on the map and what they're supposed to be doing.

Get Fish Out of Water

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