I've gotten the level and the phase systems working! Now I know I said I may want to overhaul the phase system in the near future, and I might, but for the moment the base systems of the game are all in place and working.
The next step are developing enemies and levels/patterns that are fun, and doing things like tweaking controls for enjoyability, and crafting a HUD and etc. This will be the time when David and I begin to get a feel for what makes a fun game, instead of what physically (..or virtually? Hmm...) makes a game. We are in the process of learning how to take fun and break it down into math, numbers and logic.
If you told me that this is what I would be doing when I "grew up" a few years prior to this, I would have laughed at you. There is no process for making math fun, or making fun into math in a sure-fire fashion. A sense of fun will always be something that designers will have to be "born with" and it requires constant refining through trial and error, experimentation and adaptation, but when it all comes down to making the game happen, it's finding the balance between the fun envisioned and developed by the designer, and the logic and programming capabilities of the programmer.
Fun stuff!
Almost as fun as an anteater riding a motorcycle |
TECHNICALITIES! |
CHAAAARRRGE! |
- Kev
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