Its the final week of development for team Shoulder of giants and our project has come along nicely, coming a long way from conceptual ideas to final product. Its been A crazy few weeks putting it all together with me overlooking the project as well as creating the visual aspects of the game as well as the levels and Scene's.
The Learning!
Like all projects I work on I always learn a whole bunch of new things from software, asset creation, design techniques and a whole array things that help me in future projects. Most prominent skills for mamaro was encompassing my design goals in which to create a rich experience for the player.
By this I mean one of my biggest dreams was to create media that got people thinking or feeling something, creating things that had depth and meaning and at first and this seem to only occur for me within an visual approach but with Mamaro and earlier games this trimester this is become a goal for every part of the game, from second to second interactions to the overall look and feel of the level and the story behind it.
By this I mean one of my biggest dreams was to create media that got people thinking or feeling something, creating things that had depth and meaning and at first and this seem to only occur for me within an visual approach but with Mamaro and earlier games this trimester this is become a goal for every part of the game, from second to second interactions to the overall look and feel of the level and the story behind it.
As I carry on to make more games I will be sure to better create an experience for players, tackling areas I am not so good at, technically and mechanically wise is two areas that I need to still improve on.
THE IMPROVING!
From playtesting a lot of things become pretty clear, one aspect was conveying what I conceptualized and this was very clear when mechanics weren't too clear and one of the main characters wasn't even known about which makes it pretty hard for people to understand what is going on within the game.
Another was the functionality of different parts of the game, such as the power cores, very important in conveying our point but very little was known about them.
Another was the functionality of different parts of the game, such as the power cores, very important in conveying our point but very little was known about them.
Ways to Solve it
Since these 2 among other areas of the game are core, we had to make sure that we were involving them into the player's core game experience, lucy was given a lot more attention, as at first so was just a tiny ant with a red wig we happened to tie her in to the actual experience of the game.
And for the cores our approach was to explain at the very beginning what exactly they were and how lucy ties into all this.