This is the version that will be submitted to the IGF and Slamdance competitions. We have taken care to note every small error or dissatisfaction that people have with the game and tried to improve it.
Most of the changes for this version have to do with aesthetics and improving the single player experience. We found that our menu was pretty boring; it was flat, static and has very little color. To improve it, there is now a rotating level in the background.
The title, "Comrade Ivan's Kannonwagens" is ridiculously long and didn't mean anything anymore after having to cut all the features pertaining to Comrade Ivan. So the official title was cut to a much more manageable "Kannonwagens". The title artwork was also updated to fit the feel and style of the game more as well.
Since competitions usually only play single player campaigns, many changes were made to improve this experience. In the single player levels you no longer have to press tab to view the level objective and your progress. The extraneous information is omitted and the pertinent information is now part of the HUD.
To help people understand the objectives in the single player levels more, a text crawl occurs when a level is started. Also, an overlay is made visible that explains all aspects of the HUD and can be toggled at any point in the game. The chat box was also removed from the HUD because it was deemed unnecessary and aesthetically unappealing.
One thing that was simple to put in but just never happened earlier was the game pause ability. The player could press escape and be prompted whether they wanted to quit, but the game kept going. This was a simple addition but was ultimately necessary.
The single player levels were also balanced more to have an exciting gameplay experience. The first level starts off with another AI bot and the second level has a lower cap on the number of tanks that spawn because it was far too difficult.
To give a better reward for completing a level (or even failing), the informal “Victory" or "Failed" end screen was replaced by a mission statistics screen that gives a host of interesting information that really sums up the level you just played.
Finally, support for the Xbox 360 wired controller was added. This addition was not originally planned but after finding out about XInput and how simple it was supposed to be to use I decided it would be a good way to play with it by adding it into the game. It took less than an hour to get it working in the game, but several hours to argue over what the controls should be.
Images of the final version can be found in the Media section.
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