I had a Skype call with Griffin Dean in order to plan a little more the design of Twoneironauts. He was very responsive to not wanting to change the original beat-em-up structure of Oneironauts, and was able to give pretty good design instruction. BOLD is my afterthoughts on the information.
Final Notes on Twoneironauts: Start jotting down enemy ideas, present it when you are entirely comfortable to present the enemy ideas. Be able to answer the following questions.
Random Tangential Design Information: Present stuff at the proper time and in the proper way. Other designers will attack your underlying logic. Non-designers will attack superficial things that sort of eats away at things. Never settle on something just because it's cool. Whenever the player fails, they must only blame themselves for the failure. If the game feels unfair, they will drop the game. Enemy wind-ups are important to projecting the enemies intention to hit the player (feels fair). Proverb from little black book of design: The only alternative to good design is bad design, there is no such thing as no design. Never talk to make a point, show a prototype. That is the proof. Designers suffer a constant credibility issue (always having to prove one's self.) Rowen is a professor who is great at discussing polish for games. Talk to him when you need accurate feedback.
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