Prototype Dos

For this second prototype I wanted to trim down my amount of levels from 10 to 7 levels,  being I feel that is a number of completion. I ran into the issue of the scenes not being able to go all the way to 7 then. I would be able to advance to the third and then 4th level, but I would not be able to go to the fifth. Once I got to the fifth the game would go to the 3rd level rather than the 6th. The first few levels began rather easy but as the game goes on the levels get modified and the user is pushed to work harder to complete each puzzle. I also needed to make changes to the color scheme. The first few prototypes were to bright, I needed the colors to be more earthly and a bit flatter. I felt as if the strong colors had no soul to them.

One way I wanted to juice this project up was by having the enemy characters either follow the main character around or move around randomly, creating a harder level to pass. I initially had the main enemy character move around in its area but I didn’t feel like it worked to well. So now with the implementation of additional enemy bots I want them to move around like fellow classmate Giana’s dodgeball game.

One addition I failed to create was a score that had the current amount of points plus the amount needed to reach to advance to the next level. This would be cool for the user to be able to see, “ok I need to see how to get this score and I’ll be finished with this level.” As a stylistic choice I would have went with a natural hand write style font, with a bit of a wiggle to it.

Another idea was to have a timer implemented into the game creating a sense of urgency to figure out the puzzle. Without the timer the game is to easy. If you think about this life we have currently indulged ourselves in, it runs on time. I know currently I have to make decisions based on time, so I felt I would benefit the game to implement that.

A bit more polish would’ve been added to the main character with the addition of a code that would make the color of the main character change when the user moved the character. A slow wave like change of color would take place if I was able to obtain this task. There was also the addition of a sound that would be heard every time the player collected food, and passed the food to the lover. As well as sounds heard when the player touched the enemy. Both of these sounds would have been different from each other; one being a Mario like coin sound, and the other being a deep buzz similar to the sound a Mac makes when you hit a key that currently isn’t allowed.

Leave a Reply

Your email address will not be published. Required fields are marked *