Incubator for Game Design II

Monday, October 23, 2006

The Sotong Times

  • no more mazes... *phew*
  • simple layout can actually be a good thing but need to test all of them so that we plant the power ups/modifiers in the correct places
  • ensure that we give the sotong enough energy to get to the next "food"
  • ensure that the screen is small: mobile phone game
  • to design specific kind of shapes so that it is still possible to play the game
  • to introduce additional power ups/modifiers in new levels
  • "grey out" boxes or outlines of power ups/modifiers available in later stages (slowly reveals itself as the game progresses to higher levels... to tempt the player to play and hopefully, buy)
  • Marketing: To find out the characteristics of popular games that are similar to ours and what differentiates our game from them

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  • How we plant the power ups/modifiers is very important
  • There can be varities of ways for players to win the game (need to explore further)
  • Remember not to make the players feel cheated...
  • Does the player feel that it is fair? Was he/she given a chance to win in the first place? Don't give the player the feeling that everything is going against him. He should be able to make some choices in the game
  • Future extensions: Custom levels/walls(?)

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