As in almost any other game, it would quite unwise of us to give the player all abilities at once, leaving him bedazzled with all the stuff he has to deal with. Confused at first, the player will die too many times before he figures out how to use all of this toolkit, then he will become bored, and that’s not cool. Not cool at all. That’s why we don’t give him all the abilities at once.
To infinity and beyond!
Summing previous devlogs up, we have a hero who runs and we have an enemy who chases player to make him run even faster. The only thing left is a map where all of this can happen. And according to our scope for the game (Vertical scroller/runner) this map should go more UP, than anywhere else. “Easy!” – said every developer ever 🙂
The Phantom Menace
On our last blog entry we went through multiple stuff that could spur the player to move faster, harder, scooter and we ended up with one concept that sucked least – the Wall of Death (WoD). It still sucked, however, we tried to think of a different solution – some sort of other enemy… And that’s exactly what we did – an actual enemy. I know, right?!
The process starts with a thought of game. After it is formed, we can spend weeks, even months thinking and talking about how the game will look and how the game should feel. Thus are formed the main ideas behind the game mechanics – a couple of short sentences that incorporate the main scope of the game and help to avoid unnecessary work and movement in wrong directions. The scope of Our Way Up is based on the following: