Prototyping


After receiving feedback on my design document, I was confident in my core idea. Additionally, I got several more ideas for possible mechanics thanks to those who gave me feedback. Prior to receiving this feedback, I had been implementing simple versions of many of the mechanics into the game. These included the base rocket jump, several kinds of platforms (moving and otherwise), and buttons. Afterwards, I implemented destructible objects, timed release grenades, rotating platforms, and a rolling ball. Additionally, I implemented a basic atmosphere to set the tone of the game. 

My main method of prototyping was to implement simple versions of the mechanics into the game in order to test them. I additionally gray boxed out a simple level to demonstrate the various mechanics and level flow that I hope to achieve in the final game. The basic level I laid out included several of the basic mechanics I had implemented and allowed me to get a feel for how they could be used, where to place different components, and gave me a better understanding of how the player is currently able to move around the space. 

Initially, when I implemented the destructible objects, I found that some of the pieces that were generated were too small to fit with the aesthetic style. I changed the test destructible mesh I was using to have fewer, larger chunks and I found that to be in line with what I want. Additionally, while trying to only cause the destructible objects to fall when the object is destroyed, I found that having them be completely unaffected by gravity is more satisfying (and more in-line with the dreamlike theming), so I decided to keep it that way. 

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