T
Toxicosis
Guest
Well, here I am...
Over time as I developed the prototype for a game, I started realizing that while I had an idea, I had very little clue of what to do with it. Thought it wouldn't happen to me, though we noobs get warned all the time not to try and make your dream game the first time around...
I was wondering, has anyone had to deal with realizing your gameplay idea wasn't as fun and clever as it seemed when it popped in your head? More to the point, can you share any experiences or insights regarding how to design the gameplay?
Over time as I developed the prototype for a game, I started realizing that while I had an idea, I had very little clue of what to do with it. Thought it wouldn't happen to me, though we noobs get warned all the time not to try and make your dream game the first time around...
So, I'm making a platformer where the player can get really, really big. Unfortunately, just altering the size of the player doesn't make for an interesting mechanic. I thought to emphasize the weight and mass by taking away the ability to jump at large sizes, and instead giving the ability to stomp or sweep, which felt really clever at the moment... but then something hit me.
At larger sizes, the player becomes slow and ponderous, which gives the player a good clue that they're big... but now I've got absolutely no idea what to do with it. I've got a big sprite that moves slowly and hits hard, but being unable to jump or climb it's restricted to movement in one dimension (plus crouching). That kills mobility, and in a platformer, that's kind of the point. And even after I fix this, assuming I can, there's no guarantee the gameplay will be as clever or interesting as I thought it would be. Which makes me .
At larger sizes, the player becomes slow and ponderous, which gives the player a good clue that they're big... but now I've got absolutely no idea what to do with it. I've got a big sprite that moves slowly and hits hard, but being unable to jump or climb it's restricted to movement in one dimension (plus crouching). That kills mobility, and in a platformer, that's kind of the point. And even after I fix this, assuming I can, there's no guarantee the gameplay will be as clever or interesting as I thought it would be. Which makes me .
I was wondering, has anyone had to deal with realizing your gameplay idea wasn't as fun and clever as it seemed when it popped in your head? More to the point, can you share any experiences or insights regarding how to design the gameplay?