Friday, February 26, 2016

Iteration

The name of the game this week was iteration. Specifically iteration on my level design practices. Just to refresh your memory during the critique I got feedback that the levels were paced too quickly and that they weren't big enough. This week I tried my hand at fixing those problems. In doing so I created two new levels which are both much larger and far better paced than my last two. They're much more interesting and much more fun to play. Both incorporate most of the secondary mechanics we've made so far and act as a sort of testing ground for them. I really enjoyed making these levels since they were so much bigger and I could think about the pacing of each one a little bit more. The major disadvantage of these larger levels is that they take longer to make. The other task which I got done this week was to make the level ships destructible. With this feature in the ships are completely playable from start to finish and a huge element of the main gameplay loop is in. The last thing to implement to make the ships truly testable are the enemies and Ryan is hard at work getting through the UI so he can start them. The game is starting to come together now and we're close to just pumping out content.
One of the new, larger ships

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