Taking Advice
Like the Post Title suggests, me and the team have begun further refining our ideas, as this is focused on the basis on trust, we all come together to incorporate this fundamental within the entirety of the game.
Some Problems that were brought up prompted me to sit down and reavaluate some process's I go through when creating and implementing my ideas and forgetting key fundamentals that are crucial to bringing my idea to life.
This Blog Post is purely dedicated to my understandings of Development of a game from the very beginning, taking on board what people suggested in terms of how I go about designing my games and so I had a sit down and break down the process's I go through.
Some Problems that were brought up prompted me to sit down and reavaluate some process's I go through when creating and implementing my ideas and forgetting key fundamentals that are crucial to bringing my idea to life.
This Blog Post is purely dedicated to my understandings of Development of a game from the very beginning, taking on board what people suggested in terms of how I go about designing my games and so I had a sit down and break down the process's I go through.
Refining, jumping off visual train for a second
More Questions!
Tackling a Few issues I have when designing a Game Areas such as Player interaction (how they feel, how long it takes, what is the overall goal and feeling we want them to have) Game Flow(Where are they going, why are they going, is the players going to care? can we make them care?) Less Looking more Questioning is basically the conclusion.
Player's Roles
One Aspect of the development process that came to light was the players role, Lucy's interactions with both the world and Mamaro, as well as Mamaro's Initial role .
We had at first Point Mamaro Unable to do anything without lucy, which created a large power shift and not a trusting bond and this correlated directly with lucy's role.
Along with this large power shift was activating different key components of mamaro, simply put, her getting to places would create huge play gaps and that is also a large issue and if i'm imagining it i can see maybe 5-10 seconds (In game time thats massive) of getting to places instead of doing things.
So The Problem in a nutshell is that lucy's role doesn't feel supportive as much as it does "Puppet Mastering" and so the element of trust is destroyed and frustration builds up from voids of gameplay and power.
We had at first Point Mamaro Unable to do anything without lucy, which created a large power shift and not a trusting bond and this correlated directly with lucy's role.
Along with this large power shift was activating different key components of mamaro, simply put, her getting to places would create huge play gaps and that is also a large issue and if i'm imagining it i can see maybe 5-10 seconds (In game time thats massive) of getting to places instead of doing things.
So The Problem in a nutshell is that lucy's role doesn't feel supportive as much as it does "Puppet Mastering" and so the element of trust is destroyed and frustration builds up from voids of gameplay and power.
Addressing this Void
So with Questioning, came the realization that despite things looking good, things won't feel so good, so ive decided to look at games that have the same player role hierarchies' and how they went about dealing with these issues and incorporate within Mamaro to create a fluid element of gameplay
World of Warcraft
The Design Goal - We want player's to work together evenly taking on different roles to accomplish a goal...Sounds alot like a game i've played before.
This Game of course is wow, Theres a Tanking class that protects the teammates, theres the Supporter who makes sure the tank doesn't get torn to shreds and theres the Damagers who take kill the bad guys, all working together for a common goal and sounds alot like my design goals.
Mamaro's Role revised
At first we had him as a complete puppet, waiting for lucy to do something and if not then he'd still be stationary, this approach is definitely not what we had in mind and taking on board what ive learnt from team player based games, mamaro needs to be given more freedom and choice, we like the idea of needing lucy, but we don't like the idea of relying on lucy to have fun. This release of the collar type deal also promotes a system of punishment "You could go and kick his ass, but if you don't wait up you're gonna get mashed"
Mamaro's Design intent - Protect your teammate,
This Game of course is wow, Theres a Tanking class that protects the teammates, theres the Supporter who makes sure the tank doesn't get torn to shreds and theres the Damagers who take kill the bad guys, all working together for a common goal and sounds alot like my design goals.
Mamaro's Role revised
At first we had him as a complete puppet, waiting for lucy to do something and if not then he'd still be stationary, this approach is definitely not what we had in mind and taking on board what ive learnt from team player based games, mamaro needs to be given more freedom and choice, we like the idea of needing lucy, but we don't like the idea of relying on lucy to have fun. This release of the collar type deal also promotes a system of punishment "You could go and kick his ass, but if you don't wait up you're gonna get mashed"
Mamaro's Design intent - Protect your teammate,
Of Course my reevaluating and questioning things prompted me to to share this with the team, the team needs to be all the same mindset, when creating something we all need to project the same underlying theme into what were creating so the game feels seamless and whole and not a giant soup of mechanics , sounds and visuals.
Taglines Shoulders of Giants needs taglines, we need questions that we can ask ourselves, how would we feel playing this? what if this all was real for a second? what do you want players to feel and experience?
Taglines Shoulders of Giants needs taglines, we need questions that we can ask ourselves, how would we feel playing this? what if this all was real for a second? what do you want players to feel and experience?
Mechanics Definition and Refining
So with digging deeper and research, discussing with our programmers we were able to properly define both players roles, ensuring (at least in theory) that we were able to create a sense of trust between to different players sharing the same goal and able to do so with with balanced control.
With playtesting happening within the next few weeks, seeing all our hard work working on defining Mamaro the game as a whole will be a lot of fun and feedback will be most welcome.
With playtesting happening within the next few weeks, seeing all our hard work working on defining Mamaro the game as a whole will be a lot of fun and feedback will be most welcome.