We're a handful of days away from having a completed engine that we can stroll around in
We've all but perfected our character design and style (minus some bothersome concerns with the feet)
And we've got a ton of new puzzles developed.
I have to say, the entire process of designing puzzles is pretty trying. Essentially, in a side-scroller, the nature of each and every puzzle is precisely the very same: figure out a way to pass an obstacle. In the early days, I had taken that a tiny bit too actually, and I ended up designing dozens of puzzles that all echoes "jump more than this" and "move that."
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The puzzles in this early level layout concept image, although largely not visible, almost all consisted of "jump"or "move" answers. |
Because then, I've place in a lot of work and what tiny brain energy I have to making some new events that offer you bigger variety than just the place and shape of the obstacle. However, each new item signifies a bigger burden for our programmer, but I guess that's just the way factors go in the tragic planet of Indie Game Design.
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