This week was all about change. After we all returned from our lengthy break, we immediately began scoping for the next stage - Alpha build. While we were happy with the version of Klepto that we submitted, we knew that we needed to make a number of changes moving forward. The goals that we were outlining revolved around creating environments for players to move around - levels with more freedom and the ability to move around the map. These ideas were ultimately rejected, in favour of a much more linear design. From now on, the levels in Klepto will be designed to be much more linear, and built around a central mechanic (like falling platforms, or timers). Each level will have a few collectibles, which will be used elsewhere in the game. We have a few ideas for systems like this - like playable minigames or cosmetic benefits for players. The types of mechanics we will focus on will mostly relate to platforming, which feels like the best direction to move in for us. This week, we have also been doing work on the character controller. The controller now feels much more reliable when it comes to jumping - when the player is moving and jumps, the distance that the character jumps is much more in line with reasonable level design, in terms of space. Previously, the jump was far too large for levels, making design difficult in terms of tuning how quickly the player could move through the level. The goal for the end of this week is to have two levels fully playable (not artistically complete) and able to be tweaked and adjusted. This is so that we are able to fully test mechanics properly, to make sure that everything about the controller feels smooth.
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September 2017
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