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On Monday I had a meeting with the producer where we discussed a lot about the game design. We felt that it needed change and what we changed was the function of the items and how the levels were going to be design. Before the items was consumables that the player buy online, but we felt that with this system you had to design a level so that a player could finish them without items. This took focus away from the items as they became rear and limited. We decided to let the items be unlimited and free for the player. And the items would play a larger role in completing the levels as you can’t win without using them. The player will have to think strategically when choosing his items as he brings them with him on a mission (level) and will have to use them at least once.
Then following day I had a meeting with the other graphic artists in my group to talk about the art style and high priority assets. This went well and was well needed so that we would be able to have a clear vision of our goal.
I then work most of the week creating a paper prototype level of the game and play testing it. When I designed it we had 5 items that was going to be in the game in the final version for GGC. So I made 3 path and they were all different and could be completed with at least 2 different items. It took some time to play test as I had to move every guard invaluably and try different items along different paths.
We then received some feedback from our teachers who felt that our group may have to speed up the production or choose to make a board game of the game. But I believe it won’t come to that. But they also say that as they understand the game and how it is going to play out they do not feel the urge to play it. Simply because they know what is going to happen and that they are not going to enjoy it because it’s not a game they as a person would like to play. I have been thinking about how to improve this even dough our teacher may not be representing the majority of the players that is going to try our game. I started to wonder what would make it interesting for people like him. And maybe if the game had a random element to it that was unknown to player before they started. Like secret areas, items to find on the map, random buff or de-buff. It would mean more content to the game and time needed ti implement, time that we don’t have in for GGC but for some other time.

About Viktor Bergman
viktor-bergman-game-design-at-uucg.blogspot.se
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