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.