How To Let The Vision Go

An update on KickChick: I set movement mechanics aside after last week to move onto designing levels. I wasn’t able to find the type of character movement controller that would work well with my physics, surprisingly, and coding it myself was taking up too much time. Therefore, I decided to create a singleplayer level where the physics could still shine, by allowing the player to kick a ball instead of another player. I’m using the exquisite pressure model of design: implement as much as you can in a very short timespan to squeeze out the essentials of the game, to focus on making a game that plays in a well-rounded, complete way rather than attempting to make each aspect perfect.

This week, I have finished designing a small level, and I will now move on to UI. Because the game is not what I imagined, I plan to build it in iterations: I will finish the game and present it in a polished manner, playtest, and rebuild to add or improve features. The goal for this game was to have a complete, playable game; therefore, that is the priority over having it be a perfect game.

This week, I have finished designing a small level, and I will now move on to UI. Because the game is not what I imagined, I plan to build it in iterations: I will finish the game and present it in a polished manner, playtest, and rebuild to add or improve features. The goal for this game was to have a complete, playable game; therefore, that is the priority over having it be a perfect game.

Kellie Lu

Kellie Lu thinks about culture, art, and what it means to be human in an increasingly algorithmic world—one answer she’s found is not to take anything too seriously.

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Finishing The First Game

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What Fall Guys Should Have Been: Designing a Casual Physics-Based Multiplayer Game