The development of Aimless has had a few interesting turns!
We've had a lot of discussions the past week or two and many ideas have come into play. First and foremost at the top of our list of things to do is to squash some of the larger bugs our game had at the last testing period. After that, though, we'll be working on concepts that should move the game forward in new and interesting ways. Energy pickups is one of the ideas I presented.
Energy Pickups: Resource management is scheduled for implementation and it's taking the form of energy. It has a number of values to us as designers such as way markers that show the player progress (in the form of charging points), variable challenge that can come from making charging points further away, and critical decision making.
Something that our game was lacking, however, was a low cost pickup. You can see these in quite a few platforming games, such as the coins in Mario or the rings in Sonic. They serve a few purposes, such as guiding the player's attention or creating challenges for the player to opt into. With the addition of energy pickups we have a tool that can help with balance, challenge, and motivation!
No comments:
Post a Comment