Tuesday, October 15, 2013

Sprint 11

Task List for the week of Oct. 14th - Oct18th
At the time of typing this, all tasks are to be done by me.

- Finalize story. This is going to be used for scenery and such.
- Come up with floor plans for various levels (Medium to Large in scale). Pick 1-2of said plans
- Start building those floor plans in maya.


Updated Milestone: Have a alpha version of the game completed by the 7th of November 

Lens Questions
Lens 31:
-What are the challenges in my game?

The challenges in my game are: Don't get seen by guards or camera and don't trip any alarms by walking thru lasers. Once you steal the loot and set off the alarms, you have to find your way out while the guards are actively looking for you whereas before they were not.

-Are they too easy, too hard or just right?

There is a difficulty curve to each level. At first, the guards are not looking for you and you have all the time in the world to make your choices and find your way, but once you set the alarms off by stealing the loot, you don't have that much time before the guards find you and kill you. The game goes from a slow, calm game to a frantic search for the exit before you die. Going from really easy to really hard creates a balance in difficulty.

-Can my challenges accommodate a wide variety of skill levels?

Yes. If the player feels that they are good at the game, they could purposefully trip alarms to increase difficulty, they could try to speed run each level also. If the player doesn't feel as confident, than they could play it at their own pace. There is no time limit so the player can take their time with the game.

-How does the level of challenge increase as the player succeeds?

Each level brings more guards, bigger areas, more cameras and less obvious alternate paths.

-Is there enough variety in the challenges?

although the challenges are not exactly good in the variety department, there is a lot that can be done with them to make sure the player doesn't get bored of them.

- What is the maximum level of challenge in my game?

The maximum level of challenge will be in the last level. As each level increases in difficulty, the last level is going to be the most difficult. How many levels i make will determine how near impossible the last level would be.

Lens 33:

-Do i have a triangularly now? If not, how can i get one?

Yes, the game has a system of triangularly. If the player chooses to make less risky actions than the player will have to plan out his or her path around the guards and cameras thus extending the total play time. If the player makes riskier actions like running into the guards and taking the shorter paths, than the player can ultimately decrease the amount of time spent on each level, but also increase the chance of failure.

- Is my attempt at triangularity balanced? That is, are the rewards commensurate with the risks?

Its balanced, but the rewards are small and not important. This has to be worked on later on in development. Maybe by adding a scoring system or extra objectives.


Lens 34:

- Are my players to be judged (skill) or to take risks (Chance)?

A bit of both. Players skill comes from there ability to micro manage their character and the player is to take risks like running across a hall way before being seen by guards.

- Is my game serious or casual?

The game is to be casual in the sense that anyone can beat it and have a good time with it, but its also going to attempt to create a seriousness about it.

-Are part of my game tedious? If so, will adding elements of chance enliven them?

No doubt parts of the game will be tedious, but adding elements of chance will not fix that problem, it would most likely only make it worse.

-Do part of my game feel too random?  If so, will replacing elements of chance with elements of skill or strategy make the players feel more in control?

No, my game is not random by any means. There is no random map generation, no random guard and camera location generation, all things will be static and constant. Maybe a few guards will be patrolling, but their paths are set and also constant. 

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