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Our Idea vs Our Execution

Author: Jayson Green
Posted: 9/20/24

The Problem:
This week's updates and progress on our game, as well as completion of a first draft of our design document, has shown quite a lot of our game's design has changed from our original concepts and what we're making. This is shown most notably in how the game systems are being made, with our current player movement & combat system, being closer to 3D Action / Action-Adventure games rather than 2D/2.5D Beat 'Em Ups. While the core system I'm working on, is the enemies, and even they've been more designed in regards to a 3D environment, using sight perception for the player. It's these systems being created as well as differing design philosophy between player systems and enemy systems causing a rift in our game currently.

The Solution :
This issue is one that exists and probably will continue to persist as we continue creating this game, simply by different developers having different ideas of how a system works given different backgrounds. The solution I can surmise to fix this is to have longer, more in depth conversations and a a stronger emphasis on communal agreement and understanding on our design document's finalized version. Another part of this solution may be to simply shift our original idea, rather than trying to aim for something that looks like games that they aren't (2.5D, more fighting game adjacent games) to something more inline with the capabilities of our engine, and look towards 3D action games. These are all things to bring up and enact going forward with our game, so we can make sure to incorporate systems that work with each other, rather than grind against each other, and form a cohesive title we're proud of in its singular identity.

*Some Original Inspiration*

*Our Current Game State*

*New Game Inspirations / Similar product* (The Bouncer, Yakuza)

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