(or Shift to Balance)
This week I planned on detailing the other power up in AIM< called "Rift". As the week progressed however, I had a couple conversations with one of the team members working on level design. We decided that the Rift concept created problems requiring more time than we have remaining to address. With only about 2 weeks and a couple days left to the deadline, we've had to make some tough decisions as to where to spend our precious resources. For now, "Rift" has been shelved in favor of making sure that the other power-up, "Rocket", receives the amount of polish and dedicated level design it deserves in order to shine.
I'm learning that balance is an important word for game design. Most obvious perhaps is the realization that balance can refer to the distribution of power each element is allowed to have during game play. I've learned this week balance is also needed in making sure that all the parts of a game are treated with the attention and resources that they need in order to pave the way for fun.
Each dev team has to decide for themselves what the balance looks like. Violent Traversal decided that we would rather have a polished portion of game play demonstrating the essential components of AIM< than an amalgamation of disparate parts. I think a good goal is to show the potential of our game's design than leave the audience wondering what we were trying to accomplish. I'm confident that AIM< will be a fun and polished experience on release day.
More topics are on the way in upcoming weeks so make sure to check back for more AIM<! Have a great Spring weekend!
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