CT-Creating the Tutorial Map
Week 3 of our project has come and gone, and now that it has, I can reflect on the time I spent designing the Tutorial Level. The tutorial level seems very unfinished in its current state compared to the base design in the design document shown below. This is due to several contributing factors, one of the big ones being designing on the fly. To elaborate, when I say design on the fly, I mean that the design was done hastily and not in a way that feels fully fleshed out. This will hopefully be fixed in the final week of our first month, though I do not know if I will be happy about it. The second reason it feels unfinished is that the game is missing some mechanics that would be explained in the tutorial such as the button mappings, the inputs for spells, or half of the spells. Though this project has been quite frustrating at times, I understand that it is a learning experience, not just for making games but for other aspects too. Those aspects have to do with workflow and team dynamics, which I did not realize I would learn or understand so much this month. I wish these ideas had been taught way before because these ideas can make or break a team like a tutorial can make a player stop playing the game if done wrong.
Wizard On A Unicycle
Status | In development |
Author | fullsailwinningteam |
Genre | Platformer |
Tags | 2D, Pixel Art |
More posts
- Fun with Behavior Trees -DCAug 30, 2024
- Secondary Fire - GVAug 30, 2024
- CT-Level 1 CreationAug 30, 2024
- L Win Menu - RHAug 29, 2024
- Menu UI Isuues - JDAug 24, 2024
- Conflicting CollisionsAug 23, 2024
- Unknown Inputs - GVAug 23, 2024
- Wobbly Player Physics - RHAug 22, 2024
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