LOG 8 - Discussion about improving visual and prototype progress


It's been a massive couple of weeks for Trifoil. I'm made the first VFX updates and the prototype has been released for general download!

First off let talk about the new eye candy:

Now the prototype is out I've shifted focus to improving visuals. Flashy VFX are not required for a puzzle game and I could release it with the gfx on the left if I wanted to. This is possible for puzzle games more so then other genres as the core of the game is about solving the puzzles, not admiring the visual. There is plenty of really good puzzle games with simple graphics. Understand and Room To Grow come to mind. But since I'm using an engine like unity I want to take advantage of it's more powerful VFX (Visual Effects) features. Also lets be honest, a good looking game will help with sales. But I'm not adding VFX just because I can, all VFX will tie back to readability, player experience, theme and story of the game.  Last weekend I make a first pass at improving the VFX, you can see the result above. I'm wrapped I can make this much progress in a couple of days and its not close to finished. After a couple more passes it will look even better. I really like the slow pulse of the finish tile:

The above VFX is an example of how visual can be used improve puzzle readability and player experience. By using the glowing pulse I'm literally highlighting how the finishing tile is important. Be sure to follow me on twitter for more VFX updates. Next up I'm tackling the VFX on the tail.

Prototype progress

The prototype has been out for over a week now and it's been downloaded about 70 times.  Which I'm happy with. More important then download numbers, I've received some great feedback on the game. Much of it actionable. I'll talk more in depth about  the feedback in a future devlog.

Follow Trifoil development as I take it from a prototype to a professional level Indy game by following me on itch.io or twitter and download the playable prototype.

--Andrew

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