Week 6: Progress Review

In this week I took the time to complete my progress review which is one of my hand ins (1st March). In this review, I will show types of mechanics I have decided to put into my game. I have explained it as a 2D puzzle platformer with potential Rythum elements to it (if I have time). Another mechanic I thought of for solo player is if the player could swap between the different player characters instead of having to play both at the same time as if like a solo and multiplayer mode.

It also explains the controls of the game too that I am most likely to include. It also explains that the player must jump on platforms (buttons) to open doors and to try and finish puzzles. I also go into how they must collect objects to finish the level.

Another element’s id like to potentially ad if I have time is different zones that only the certain character in question can enter, giving a death mechanic in the game. This later could also mean enemies.

I also show some images of inspirations that have given me a simple but colorful idea.

I also talk about how the UI will be simple too with only a pause menu and a play game menu.

 

Week 4 & 5: Draft Copy’s & White boxing.

This week I have done on graph paper the designs of five levels. The reason why I have done five is to not overextend what I might achieve on the engine but although this is the case, I will also be doing more designs as a backlog in case I change certain designs or I have time to add more levels than this.

Level 1- Tutorial to level mechanics and simple level to gently sho the player how to play the game.

Level 2- Another simple Level to show jumping mechanics and more doors.

Level 3- This is the first level where the player(s) must work out how to beat the level due to multiple options.

Level 4- Difficulty increase

Level 5- Hardest Level

In these first five levels, I tried to keep the mechanics simple, the first five levels of the game would be mostly about the player getting used to mechanics. If I can I will create more with a new puzzle idea and will start using buttons, doors and something else.

After this, I have started white boxing level one and part of level two in the engine. I have also been looking into assets to use for my player characters.

 

 

Week 3: Research & Design Drafts.

I started to look into different puzzle mechanics I could put in a game for two players. With this I could go two different ways, I can use a vertical split screen were they will never meet but actions they do can affect the other playing field, for example opening a door for Player 1 by pressing a button on player 2’s screen or I could go a different route to something similar to Fire Boy and water girl were they can meet and you must figure out how to finish the level together with more paths making it slowly more complicated.

With this to consider, what I did start to do is simple mechanics that will work in both situations. For example, one design I have done is a button that the player can stand on to open different doors. Certain buttons will go towards certain doors. Another mechanic I have been designing are moving platforms and potential collectibles to make sure the player has more of a goal to work towards completing the level. This means they cannot finish the level without getting the collectibles.

For next week I am setting myself a goal to have a number of levels in mind and have drawn their first rough draft in what they are going to look like.