Context: We have just finished our second sprint when developing a vertical slice for Lethal Deal. We are 8 weeks into our 12 week development cycle for this vertical slice. We have just conducted our second round of over-the-shoulder user testing.
One feature that I want to implement is a card economy and rarity system into the card drop system and pack system that we have in the game. I feel like this is important because it allows us to lean more onto the TCG flavour of Lethal Deal.
Check out below how the system is prototyped to work in a "pack" format. Press play to see it in action. 6 Ways to Make People Want to Read your Game Design Document - Lethal Deal Development Log 42/11/2022
Most players when traversing carefully designed levels never realise just how carefully that level was put together. With Lethal Deal, from the very first block out, I wanted to make sure the player never felt overwhelmed, confused, or lost. And on the flip side, I always wanted the player to feel powerful and in charge of their movement. The core design pillar of Lethal Deal is to make the player feel like a badass, and being overwhelmed by decisions isn't a great way to achieve that. Example 1: So many jumpads!!! Problem: I noticed after finishing the first pass of the block out for the opening arena level that I was getting overwhelmed by the amount of glowing jumpads in my immediate view when I spawned in. My first instinct was to just remove some of the jumpads, but I knew that it would mess up the flow of movement that I had designed into the level. I've always found that it's better to try and make an aspect of a game work first before deciding to remove it. Hello all and welcome back to another blog post about Lethal Deal, if you aren’t caught up on the development of Lethal Deal, please refer back to the previous blog post here.
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AuthorHello, my name is Niall Crabtree, and this is my comprehensive blog showcasing all of my game development Archives
June 2022
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