This week was the week where I started to implement the adventure game elements into my game. I decided to focus on the puzzle parts first, as I thought the narrative stuff would take awhile to come up with and implement. As it turned out, while this may have been the case, the narrative is probably the most crucial element in making the game an adventure game, and I didn't add it as my first element, which was a failure on my part.
The puzzle was one where there were several keys in the scene, and the player has to collect 1 of them. The wrong keys are marked red, and damage the player when they are collected. The challenge of this level was supposed to be that would be difficult to differentiate between the keys, and the player would have to either make a lucky guess, use trial and error, or notice the slight difference between the regular and fake keys. Unfortunately I made the fake keys too easy to see, and so my playtesters had little to no problem with the puzzle.
This week's response from playtesters relatively positive, but there were some bugs that needed sorting out.
All in all, I could have done better this week, and my priorities should have been focused on the narrative, as my research showed. I should have paid more attention to it.
For the next iteration (and the last one for the class), I need to add the narrative in, and make sure everything in the game fits around it. The boss on level 2 also needs some slight changes (as it's quite boring, according to previous playtesters), and the puzzle needs to actually be difficult.
That's it for this week.
Comments