ceaselessly
Member
Your preproduction is done, you've got at least rough art assets in place, and most importantly, have spent hours and hours refining your game's basic mechanics. Is this when you start designing the levels themselves? Or have you done that already? Or is that not even on your radar yet?
I'm working on a 2D platformer right now and am pretty happy with how the movement mechanics and state machines are working. I finally figured out what the expletive I'm doing with vertical moving platforms, and I've programmed a few enemies and pickups. Is it time to start seeing these things in a context resembling actual gameplay?
I understand there's probably no one correct answer here, but would love to hear others' thoughts about this. Do you start designing levels out of the gate, or do you fine tune the mechanics first? Does implementing levels inspire you to keep working at fleshing out the programming, or does it distract from it?
What's your workflow?
I'm working on a 2D platformer right now and am pretty happy with how the movement mechanics and state machines are working. I finally figured out what the expletive I'm doing with vertical moving platforms, and I've programmed a few enemies and pickups. Is it time to start seeing these things in a context resembling actual gameplay?
I understand there's probably no one correct answer here, but would love to hear others' thoughts about this. Do you start designing levels out of the gate, or do you fine tune the mechanics first? Does implementing levels inspire you to keep working at fleshing out the programming, or does it distract from it?
What's your workflow?