Contents

Intro


After the John Hansard Gallery, we had a lot to think about. We knew we were a few weeks away from the final upload, but we are more ready than ever to make the game the best we can. Here, I am going to outline the next steps of our development and our plans for the future.

Where to Start


The main problems we noticed during testing included:

These issues are mainly mechanic based and with credit where it is due, we were limited to our ability and time. Now that the main deadline is approaching, it is a priority that we can fix as many of these problems as possible.

How To Go Forward


By setting ourselves small goals to complete, we will be able to reach a suitable end product by the deadline. We understand that we may have to cut back on a few of our plans to make sure Keeper’s Veil is high quality and understandable, but we can decide upon this when the time comes.

I will be spending some time refining the visuals to stand out and be recognisable to our audience. Some feedback we recieved is that the concept art inspired more cosy, put-together atmosphere than the current one we have. I want to make a big change to the overall setting and the assets that will be in the game.

I also want to spend time fixing the major outstanding bugs, such as the buttons being un-clickable, as this takes players out from the mindset of the game. I want there to be no distractions from the dialogue and a complete focus on working mechanics - this may be an ongoing issue as with new mechanics, new problems will arise. However, I expect with time I will understand Unity better and will be able to move pass these problems faster.