So far things have been going just okay production-wise, to be honest I can't remember all the details from the last devlog but the whole team has been very focused on work. I can't remember exactly what I talked about last time mostly because the project is changing and evolving rapidly, certain mechanics are being simplified for scope, we focused on getting our final round of playtests going, and as one of the team's level designer I've been working mostly alone on getting my level section done which has been going well but unfortunately much slower than I anticipated. That's because of the unique challenges that come with the kind of area I'd like to design, it's a fairly new thing for me so part of the reason it's going slow is figuring out how to handle certain design obstables like the players visibility and the way combat might flow in certain areas of our level. I've also had to reduce the scope of my level cutting out a small section towards the end because I'd rather have a smaller but higher quality level rather than a larger and more ambitious level that isn't well executed.
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Hi Brando!
Aiming for a shorter but higher quality level, especially given how much time we've got left in the course, is definitely a good call. Glad to see your team is still making progress.
It's understandable that projects, especially in game development, evolve rapidly, leading to shifts in focus and scope. It's commendable that you're maintaining a focus on quality over quantity, especially in terms of level design. Facing new challenges head-on, like player visibility and combat flow, is a crucial part of the design process that often goes unnoticed but is essential for creating engaging and balanced gameplay.
Given your experience with these unique design challenges, have you found any strategies or tools particularly helpful in navigating them? Also, in terms of simplifying mechanics for scope, how are you ensuring that these changes don't dilute the core experience you're aiming to provide players? It might be beneficial to gather early feedback on these adjustments during your final round of playtests to see how they're affecting the overall player experience.
Reducing the scope of your level to maintain quality is a wise decision. It's better to have a polished, engaging section of the game that players can fully enjoy rather than spreading resources too thin. Do you plan to revisit the cut sections in the future, perhaps as additional content or in a sequel, should the opportunity arise?
Keep pushing forward with your work. Navigating these challenges is part of what makes game development so rewarding in the end.
Hi Brandon!
Your dedication to refining the level design, despite the challenges, showcases your commitment to quality over quantity. It's impressive how you're navigating the rapid evolution of the project and making strategic adjustments for the betterment of the game.
Hi Brandon, although the level part has encountered some bottlenecks now, don't give up. Maybe looking at games of the same type will inspire you, but don't forget to test the levels after the design. I hope your project goes well and I look forward to seeing your levels during showcase week.
Hi Brandon!
Glad to hear your project is going well! and sorry to hear that your section of the level is going slower but hey just keep at it and eventually it will be made! I can't wait to see it at the showcase in the upcoming weeks :)