-Start working character and character controls.
Lens Questions:
Lens 49#: The Lens of Visible Progress
---What does it mean to make progress in my game or puzzle?
Progress in my game is (on the large scale) getting to the
next level. (On the small scale) Its getting to the safe in the level and
getting away from the guards.
---Is there enough progress in my game? Is there a way I can
add more interim steps of progressive success?
There is enough progress in my game to satisfy most people.
There are ways I can add more progressive steps, such as collectables or lore
elements.
---What progress is visible and what progress is hidden? Can I
find a way to reveal what is hidden?
The physical progress in the game is visible (Getting from
the start to the safe and going from level to level).
Lens 48: The Lens of Accessibility
---How will players know how to begin solving my puzzle, or playing my game? Do I need to explain it, or is it self-evident?
It will be self-evident. Before the game actually starts, there will be a screen that tells you the controls, some back story and the goal.
---Does my puzzler or game act like something they have seen
before? If it does, how can I draw attention to that similarity?
My game acts like something that most have already seen and
played. I can draw attention to that similarity by making the core gameplay
simple and not too complicated.
---Does my puzzle or game draw people in, and make them want to
touch it and manipulate it? If not, how can I change it so that it does?
My game will draw people in because it is not too often
people can get their hands on a simple sneak from point A to point B then get
the hell out type game.
Lens 50: the lens of
parallelism
· ---Are there bottlenecks in my design where players are unable to
proceed if they cannot solve a particular challenge? If so, can I add parallel
challenges for a player to work on when this challenge stumps them?
Yes there are bottleneck moments in my game. There will always be
a way to get past said bottleneck, so additional challenges will not be
necessary. Although, there can be multiple ways to get past the bottleneck.
· --- If parallel challenges are too similar, the parallelism offers
little benefit. Are my parallel challenges different enough from each other to
give players the benefit of variety?
Yes.
· ---- Can my parallel challenges be connected somehow? Is there a way
that making progress on one can make it easier to solve the others?
All parallel challenges will achieve the same goal. Getting
over the bottleneck / getting to the safe.
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