Much Ado about Feedback
Updated: May 31
Since our programmer is still busy writing on the game prototype we designers have to keep ourselves busy otherwise. This means that my partner in ̶c̶̶r̶̶i̶̶m̶̶e̶ design has started with the creation of a database for sounds while I concentrated on adding more details to our GDD.
My main focus for the day was concerned with the creation of feedback and cues. I have to admit that this has been a bit difficult since our game is not very complex and our short time schedule does not really allow for the creation of complex fighting mechanics. The behavior that has to be reinforced seems pretty obvious: defend the core from enemies!
So how do we make such a simple task enjoyable? Especially since the player will not have any interactive combat with the (now freshly christened) Slurpers. And even if I can imagine quite a few effects - in the end it will be our programmer who has to implement them. Hence, we designers have to weigh our options and I have decided to concentrate on sound effects as feedback; at least for now. Ideas for visual feedback (especially if they include particle VFX) are marked as stretch goals.
Furthermore, I have decided to give the highest number of cues to the Power Core because it is intended to be the player’s focal point. Now, a sound will inform the player each time the Power Core has lost ¼ of its health and become more and more intense with rising damage. depending on how it will play out in the test version of our game we might even add our own equivalent to the annoying beep that accompanies low health in the Zelda-series.
On a completely different note: today I found out that various items of cleaning equipment are most excellently suited to be used as improvised weapons. Our animation artist and I had quite the amusing time swinging around the deadly Mop of Destruction™ to plan out how the player avatar should swing his/ her weapon.