Final Version of the 'Now Museum, Now You Don't' Improved graphics/gameplay
(What’s New?) A list of what has changed this week (tweaked mechanics, added content, etc).
At this week we publish our gold (final) version of our game. We significantly added aesthetics to our background and characters. Our player characters much look like thief and guards. Our playground looks much like museum. We switched tile and texture of the walls to museum-like walls. A winning animaition/effect has been added. We also added patrol minions in the museum. They keep patrol around the museum and check whether there is trespasser in the museum or not.
(What’s the Motivation?) A discussion / summary of why you made these changes. Where is your project headed?
Our project finally headed to the destination. Until polish, the philosophy of our work was to build the skeleton of the game. However, after building strong foundation, we switched gear, and mainly concentrated on the aesthetics part so that players can be more mesmerized into the game. To achieve this, player characters should be more like thief and guard, and the background should more resemble to the museum. One last thing to improve until the last moment was to balance the power between thief and guard. Until beta/polish version, thief player was advantageous due to powerful invisibility, and many collectives while one enemy(guard). To balance this, we've added patrol minions that scouts museum to find out whether there is an trespasser or not. When thief is found by one of patrol minion, it gives notice to guard player so that guard player can easily find where thief is.
(What’s Next?) What changes you plan to make for the next iteration.
Since we finished our design, we will concentrate on preparing FALL 2018 EECS494 SHOWCASE. We will play our game with monitor and controllers, then work hard to give best environment for player our game. After showcase, we will postmortem our journey and figure out what we can do better at next time.