Bah!
It’s already 10 days since the last post. Where did all the time flew? :p
Last week was pretty hectic, but fun. Besides celebrating one of the biggest holidays as a Moslem, there has been a LOT of changes with the game. First main thing was some design changes. This involves changes in the effort to not-look-too-much-like-Luminara. What I’m trying to say precisely is how levels work and by adding a little background story to the whole atmosphere.
For example, instead of having several dozens of Level classes and switching each levels when all enemies are eliminated, now levels are part of a Mission class where enemy waves (levels) show by time and every last level contains semi-boss enemies. Why semi-boss? It’s simply because it’s not as ‘huge’ as the stereotypical boss, but still a lot more powerful than the normal/common enemy types. Plus there are several of them in a level.
Another example is the element of a defense game, this is from the addition of a ‘System Integrity Point’. So basically, the mission is to eliminate incoming enemies coming through the playing arena or ’system’, I use the term system because I intended to have a cyber-mech-futuristic theme although I’m currently not sure how or what the system is. Now the story is, each system has a threshold of ‘holding’ several crafts at once. If this system dies, it’ll effect the whole ‘planet’/'ecosystem’ ( == gameover :p), so to prevent this there will be a bar indicating how much points it has and the more fewer of enemies in the system at once, the more slower the damage rate will be. If the system integrity reaches 0, then the player will need to make a sacrifice by deploying their life power, hence they will be destroyed. So, the faster you finish a level, the better. This enforces the player to play a little smarter but not necessarily slower, I hope. And ultimately add more fun factor to it.
And of course several other minor but significant changes. But overall, having to stop and think of the design in the middle of production, by yourself, can be somewhat frustrating. I know, I’m learning a lot of things at once, and this is good, but..
[RANT-MODE ON]
One of the problems I discovered throughout the production, is the fact I came out on the game design with these words:
“something like Luminara, BUT..“.
Yup, that’s the mindset trap. I guess, it’s ok to start something off of something, but you need to be sure what you want is clear enough. What I mean is, if you’re not intending to create something very similar of something, then be sure to think about the main feel or features that won’t be like this something. Am I making any sense?..
Like for this game, I knew I didn’t want it to look exactly like Luminara. That’s why I added a tech-tree system, which allow users to upgrade and have more options to pop stuff. I think that’s a good idea already, but suddenly after several times of testing and playing, it kept feeling like Luminara. And in that moment I felt I was in trouble. So I had to spend some time brainstorming and figuring out what could be done to fit the theme and also change the mechanics a bit. Might be ok to be off-track for some, but if you’re planning things by schedule, this can be a setback.
[RANT-MODE OFF]
I guess that’s the good thing of “rinse and repeat” method of gamedev, the more cycles you make the more you can identify if things have gone or about to go wrong. All in all, things have been fun despite the frustration. I love what I do, I hope I can stay with it as long as I can.
No pics or videos for todays post. Too much hectic to spend time on it. I will pretty soon. For now, I’m finishing the bosses, and on to the narration/tutorial system, add music + sound fx, tweak configs + finalize visuals.. and.. that’s it!..
Wish me luck!
