Dragon maze on its beginning was a very simple project, as I said in the last post, aimed for mobile devices. The game mechanic has always been simple but when the project was upgraded the mechanics became just sightly more complex, for example, in the mobile prototype which I still have a copy on my phone only has 2 movements, using the gyroscope to move the dragon, similar to a marble (that is where the roll comes from) and a dash to smash things, it was not more complex than a regular marble mobile game, but the dashing added a lot of fun and uniqueness to the game.
Something good is that even with those changes, some obstacles are still fun for this new movement, with some adaptations of course.
But when that mechanic got translated to a controller, that was of course very simple and by consequence, the first month of the new development was spend 100% in making a smooth and fun movement, and to test something like that, I build an obstacle course for the dragon with the most basic obstacles you could find like, ramps, holes, enemies (static boxes that caused damage) and all this stage was tested with the target controller (an OUYA controller).
Doing it in this way saved me a LOT of time, and in some breakdown, the movement code was finished in about 2 or 3 days with all the features, but tweaking it to make the movement feel smooth and fun took me about a week, moving values of the movement from 12 to 11.5, then 11.8, 11.3 and so on, until I could give the control to anyone and make him or her feel comfortable with the movement without me explaining anything.
the videos of this kind of tests will be released AFTER the game is out, i don’t want to waste your first impression of the game, sorry for not posting the early videos .