26/03/25 Postmortem
Hello. Throughout these past few weeks, I had been working and recording my progression on my platformer game prototype. This prototype (along with any other future prototypes) will be available to play on the gd.games linked under the "People who I'd like to meet" section of my profile.
- what aspects of the reading inspired your design process
Most of chapters 1, 7 and 8 from the Game Design Workshop textbook (Fullerton, 2018) was a main inspiration of my designing process. This is because these three chapters gave a lot of information on how to formulate an efficient, cohesive and quick prototype.
Chapter 1 explained in detail on how to brainstorm and formalise an idea or system. In chapter 7 I was then told to make a physical, drawn-out prototype in order to pitch the idea and logically visualize the game's design. I then wanted to follow the "Four Paths to Power" section in chapter 8 in how to make a good digital prototype and its basic mechanics (tools). It had stated that I was to ask:
1. is the tool/prototype really needed?
2.what are the requirements?
3. What is the quickest way to build the tool
4. Will the tool be flexible enough
- whats one thing youd change about how you developed your prototype
Something I would change about my creative process when making this game was to continuously go back to brainstorming new ideas rather than letting myself
- whats one thing you would change about the design of your prototype
I would change a lot of elements in my original game design based on the results of my playtesting survey. I one thing would've wanted to do is spend more time refining my fish spawning mechanic and their movement patterns. A key reason for why the game didn't flow as well is because of
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