So they’re in conflict and that has to be carefully balanced and resolved for each moment in the game. But more puzzles with more pieces forces more scenes into the story or forces me to try and cram more objects into one scene, and that means the needs of the story and the needs of the puzzle design push against each other. You don’t ever want to have two scenes that serve the same purpose.īut when I’m trying to design a puzzle, I want as many puzzles as I can get, and I want each puzzle to have as many pieces as it possibly can as the game goes on. And when you’re telling a story, there’s a principle of a narrative economy where you want to use as few scenes to tell a story as you possibly can. The pieces of the puzzle are parts of scenes within the world, and so first I’d come up with a puzzle design, and then I’d have to figure out how to kind of organically justify or integrate the parts of the puzzle into the story. Maybe I could have sat down and planned parts of the game better, or maybe I needed to build stuff that doesn’t work in order to see that it doesn’t work. Buried Signal You cut out entire chunks of the game? They didn’t make sense within the story, so the stories began to feel like a bunch of disconnected imagery, and that’s not satisfying for a player as they get deeper into the game.Īll four tiles are puzzles on their own, and the whole thing is a puzzle as well. I had a bunch of puzzles made, and the puzzles were kind of cool, but the scenes making up the puzzle didn’t make any sense within the world of the game. And that’s why over the course of the game I built big chunks of content and then whole chapters that I ended up throwing out because the balance was off. Game design is more like a confusing headache for a long time until everything kind of clicks together, and then it feels good.īut trying to design a puzzle game where every piece of each puzzle is also a scene in a story - it took me a long time to figure out how to balance all the constraints. I like doing art, and sometimes visual design is challenging, but it’s fun. The most difficult parts were the art and the game design. The design, technologically in terms of coding, is not all that complicated. What would you say was the most difficult aspect of doing all of that yourself? I have a sound designer and a composer, but I did all the game design and all the art. My understanding is that you’re the sole designer on the game?
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