Pre-Alpha Test and automatic regeneration
Our latest news was about Crystal War Arena graphics improvement and about getting ready the Ritual to release as soon as possible the pre-alpha version of Leap of Champions.
What we needed, before going on, was to test again the game with people who didn’t ever played with our game to understand if the changes we made would have modified the gameplay and, mainly, if the players would have liked the game.
To do that, there was no better way than gather friends and fans together and set up a testing party. In this post we will talk about this amazing experience.
Despite we had arranged the meeting for a Saturday morning, we had a large participation. We want to thank again all the friends who joined us and the amazing Netvana staff who has been really kind with us. If you will ever come in Rome and you will want to play video games somewhere, you should go there.
With our pleasure, we saw that all the gamers liked the Crystal War Arena new look, so as they liked the Ritual in its first “public appearance”. Every time we see people playing our game, it’s a beautiful emotion for us and now we can’t really wait to let you all see Leap of Champions.
Besides the compliments, the test highlighted some problems we are solving and which helped us to decide a road map of priorities.
We found some bugs in the animations, we still have to fix the lights and the post processing effects and, finally, we have to perfect the balance of the weapons, mainly the Whashout, and the crosshairs sensitivity.
Speaking of fights, during the testing session, we have reopened the discussion on the automatic regeneration. We have noticed that the players are divided on this theme. Some of them suggested to come back to the tradition of arena FPS also in the management of health and to replace automatic regeneration with health packs.
The main motivation, for a gamer, is definitely subjective, but beyond personal tastes. a key strategic point such as health can completely change the way a game feels and is played. We was intrigued by this debate so we tried to create a poll on socials and forums to enlarge the discussion.
The majority of people opted for the health pack and we decided to listen to them because, as we said lot of times, we are developing a game for the gamers. We agreed that to be forced to find health packs on the map forces the player to better plan their assaults and to worry about the possibility to miss the health pack in the moment of the need and find the better place in the map where to hide. Furthermore, changing the regeneration system allow us to give more relevance to mid-range and medium damage weapons and rises the average difficulty of the game encouraging a more strategic approach because the player has to own its mistakes.
Still, we did not want to change too much the core of our game. We designed a fast-paced game to let people play hard so we tried to graduate from an automatic health regeneration system to a more static health pack system implementing a semi-automatic health regeneration system.
This week the programming team will work on this and, together with the art team, on the optimization of the models, in order to reduce the number of the draw calls.
Lot of design and programming work, but, don’t worry, the art team doesn’t have left us without an eye candy. What do you think about this new skin concept?
Don’t forget to vote us on Steam Greenlight!