The
last few weeks have been eaten up by Stage 2, which we will be
challenging tomorrow. The stage requirements are mostly paperwork,
documentation, and bookkeeping, so there haven't been any exciting
design upsets to speak of. Hopefully as we swerve into Stage 3
there'll be some real meaty design issues for me to talk about. Our
top priority at the moment is implementing and testing our variety of
"spice" mechanics for our core gameplay. We've had test
sessions twice a week and so far we've learned that well, people like
our game. It's based on very tried and true mechanics and our
prototype has a couple pretty exciting gameplay patterns thanks to
the different sets of attacks you can draft. The short range
teleport, our "blink", is one of the more popular moves, as
well as the scattershot, which launches large numbers of randomly
moving projectiles that quickly clutter the screen. We have a lot to
iron out but the initial results are promising.
What
I mean by "spice" mechanic is something to set our game
apart from competitors and give it its own identity. If we executed
all these core platforming and shooting mechanics flawlessly we'd
have a pretty solid game, but rather unremarkable. If we want to
stand out (which we do) then we have to bring something new to the
table. We've been trying to make sure that the art direction we
choose works well with our mechanics, and in a lot of ways the ideas
we've been pitching on both sides have influenced the process of the
other. We have several systems planned that we'll be putting in front
of testers in the coming weeks, and we'll be trying to match these up
with art tests and focus groups to try and keep a sense of cohesion
in what we're making. Stage 3 is going to be the biggest part of the
project with the highest amount of turnover and iteration, and I
think it's going to be pretty exciting to see what makes it through
the grinder.More to come in weeks yet to pass.
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