This week we had a major issue with our orginal pitch which we realized that it was too grand to be properly implemented as a game, and that our devlopment woudl require a substantional amount of work that our team simply does not have a good way to adjust to. We also faced the crisis of having a unclear core game play loop, after a serious discussion we have decided to switch to a different concept based on Walter protype movement system.
This weeks most fo my job is loging all the development changes and assiting indifferent parts of development. The group has decided to work on the concept of the new game by adding additional base assets in the game so we can properly begin the new design process.
This week's main task for me is level design, in which I have created two testing levels with different emphasises: one being more grapple based while the other being more movement based. Also we have decided to move to plastic after repeated issues surrounding members of the team having more and more problems with perforce.
The week's main focus is more on the quality of life parts of the game, and my main contributions are basically setting up gameplay control guides on our websites and also meeting with programs leads and designers to properly discuss a possible change in course, as the idea of a food-based power mechanic now seems quite a dead end after we repeatedly failed to come up with a proper way to integrate the food mechanic properly into the game in a logical way. So we decided to instead shift to a more open-world style new gameplay loop, which after a long discussion we all agreed to shift
This week my main focus is to complete the new level we have decided to switch to after, all of us decided to plot a change in course, I am most responsible for macking up the north west part of the map, which the concept I am working with is a cargo/freight construction zone, so a lot of cargos and pipes will be involved in this part of the level.
This week after some discussion, we decides to use our level metrics to create some new levels on a difficulty basis, we created a total of 9 levels on three difficulties with 3 different main features as a proof of concept for our new level.
After a long discussion, we have decided to change the current level we are doing from a 3 by 3 default block level to something more dynamic, after we showed all our proof of concept prototypes, we decided to integrate some of these concepts' unique features to create a brand new map and fill them with different gameplay levels.
The week's mainly a wrap up, we mostly focused on quality of life changes, I re-updated the control guides for the games and also worked on a prototype levels however since we had decided that tutorial is not nessarily a high priority to flesh out we currently are using a basical guide for now.