Thursday, January 29, 2009

Hello E!

With the loss of our lead designer for this week, I was asked to step up and fill his shoes.

Looking into the GDD I have found that a lot of the smaller details are missing and are working hard to fill the gaps.

I found out however that the most recently updated GDD has not been committed to our repository and is still in the hands of our lead designer! So to save changing the current GDD and attempting to manage the daunting task of merging the two documents, I have instead constructed a document of recommended changes that can be inserted later when our lead designer gets back.

Yesterday an issue was raised: Will the daytime cycle of your game be fun? of which some suggested that in it's current state it was not. Below are my suggested changes:

Spicing up the Day.

There have been worries and concerns that the day cycle of our game is not going to be fun and that players will simply want to skip the day cycle making it redundant.

A few ideas have been brought to mind by me and others to improve the day cycle and make it more fun, they are as follows:
  • Adding a proximity mine launcher to the weapon list.
    • This allows players to set up mines around the level during the day.
    • Uses include:
      • Laying a field of mines around the area enemies will come from
      • Placing mines in choke points and small passageways
      • Placing mines on structures and objects to make traps

  • Removing shared weapon research
    • The main problem here being that all of the games weapons will be acquired rather quickly if the whole team is sharing the research of new weapons giving them less to do during the day once this has happened.
    • More daytime team co-ordination is needed, questions will be asked like:
      • Who needs to research new weapons? You can scout for weapons today.
      • Who is close to getting a particular type of weapon? Go find it.
      • Who has all the weapons? You can scout out where the enemies are coming from.

  • Removing the radio transmission that told the players where the enemy’s next night fall spawn position was and adding a ‘spawn marker’ that must be found by a scouting player during the day.
    • Adds yet another daytime objective and more team based co-ordination gameplay.
    • The spawn marker could be some cool squid-ink-like cross or symbol that is clearly recognisable by the player.
Of course there are still the daytime features from before:
  • Moving physical objects to form traps, choke points, high-ground, walls and fortresses.
  • Co-ordinating with team mates to move larger physical objects and determine who is scouting, scavenging or constructing.
  • Scavenging for weapon blueprints.
  • Scavenging for nano-bots.
  • Viewing team mate scores and statistics.

We will see what the feedback is like, but hopefully now our daytime is spicy enough!

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