I'm working on a prototype for an infiltrator game where neither side has guns. I love stealth gameplay but it always stems down to Silenced Weapon > Creep slowly > Take opportunity head shots until they're all dead. I'm thinking I want my game to be more if you're detected run away and hide because 3 guys are going to tackle you if you can't.
I've never really gotten to the level design phase for any of the indie game projects I've worked on before, but this is the most features I've ever gotten to work together. I have most of my core mechanics working but they're not tuned very well. Right now I have a level generator making basic procedural levels that I'm using to test everything. It feels alright running around these areas, hoping over walls and evading the enemy characters I made, but it still feels kind of random.
I have my player controller with some basic traversal abilities, some animations to show different state changes like running or crouching, UI, Audio Managers, Enemies that chase and catch the player, a win zone and loss condition, a level manager that can string levels together, a level generator that can make randomized levels, and an editor that helps me make them. I'm almost at the point where I can make something that I can give someone else to play.
Does anyone have any tips for locking down design parameters while a prototype is still loosey goosey? It's probably better practice to plan all that out in advance, but I'm a dog chasing cars and I'm kinda surprised I got this far to be honest. Maybe on my next project I can plan that out before I get this far once I have some practice in this area.