onsdag 2 oktober 2013

Bollspel, game design part 3

With Thomas back from his mini-vaction in Poland, work continued on the game.
Brainstorming is not my favorite idea-generation method, but we did some of that on our own, and combined our ideas with the feedback received from a bunch of Facebook comments I received when I put the link up on there.
After a bunch of papers scribbled full with ideas, we decided that the next set of levels will incorporate moving obstacles. We're trying to introduce game mechanics one at a time, and want timing to be a larger part of the play experience.

I've always found paper prototypes of digital games to be a bit unreliable in what they can tell you about an idea, since games often rely on things like different physics, control input, and feel. Having quick engines like Construct 2 in some ways also alleviate the need for paper prototyping since mocking something up is so quick and easy.

We are now done with nine levels in magenta, and nine levels in orange, with the ambition to continue this pattern of nine levels for each new world we design. Please play and leave feedback on Twitter here.


Click screenshot to go to the latest version of the game.

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