Game Development Update #2
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Well, hello there! *geee* I’m so excited, Ted! Tell me ASAP what you’ve been up to this week! Cool, but didn’t that totally change how the game is played? Later on the team adjusted the speed of the enemy projectile and it made a whole world full of change. All of a sudden you had the ability to not only stay alive but also move more freely. Before this change, you always had to hug the left hand side of the play area because of how fast the projectiles moved and how many enemies there were. After the change though, you could move freely across the screen and it actually felt like you skilfully dodged projectiles instead of jumping out of their way in pure panic. Such a minor tweak turned out to be a major upswing in terms of perceived aesthetics and game balance. That’s when I truly committed to experiment with small values to gain great results. What a joke, tweaking numbers, hah! Hmm, I guess I can agree to the part about small things having great impact. How did you do it then? The spawn point placed in the middle will spawn enemies right in front of the player. That’s why I assigned the levels first and most prominent enemy, the elephant, in that lane since he needs to be given the most attention. The upper and lower spawn points produce the minor enemies, in this case small dark clouds, who act as obstacles and easy practise targets for the player. After that I decided on the number of enemies the wave should consist of and how long time it should be between each enemy spawn. I gave the player plenty of time to react, between five to ten second before spawning any new major enemy. This generous time in combination with how I positioned the spawn points made it easy to get into a flow and learn the properties of the first enemies. With everything up and running, the result was a simple yet effective introduction to a level and its challenges. ![]() Neat! Now, how would you summarize this week’s design adventures? Thanks Ted for the update. Next week, same day, same time as usual? That’s all for now, folks. Thank you all for having a look at this week’s endeavours. See you next week, cheers! |
