After my indoor zombie experimentation, where the ranged player characters were overwhelmed by beefed up melee enemies who could take advantage of short sight lines and swarm the player, I decided to take the action outside.
There was two reasons for this;
- The new level design would have the immediate, but somewhat tough to measure, effect of rebalancing the game in favour of ranged heroes who can now use the full benefit of their greater range.
- With the game already rebalanced in favour of the player I now have a better space to start tweaking range/damage/health variables to get the levelling behaving as I want.
For a while I’ve had an idea for a game which I really want to make. However, for the purposes of showing design skill and proficiency with UE4, disappearing for a couple of years (or five?!) then reappearing with a finished game doesn’t really do me any favours.
What I thought I would do instead is write up the pitch for the game, then start working on a series of design documents which highlight the individual features/elements of the game. Once these short design documents are written I can then use UE4 to make small to medium-sized prototypes of the individual features. Where that is beyond me, or I would need code/art/audio support, I will flag that up and just present the design document.
The aim here is simple; show original thinking, show that I can write clear, concise design documentation, and show that I can turn an idea into a high quality design.
What I did:
After a brief hiatus I’ve made another prototype in Game Maker. The basic idea is to create a puzzle game which is based on teleporting a character between two points, as in the video below.