really enjoying your blog, your comments on the Venturelli article are good. How do you think the ideas of pacing can be applied to the Date Run game that you are making?
I'm glad you're enjoying it, thanks very much! At the moment the game doesn't have much going for it in terms of making the player feel hooked and interested. When the player reaches the moving obstacles however it does pick up the tempo. I think using this mechanic and improving it would have a good effect. Say the player got hit by the car but instead of it killing him which is what we discussed in our group, if it damaged his health massively it would create tension for the player to finish without getting more hurt, they would also start thinking what they can do to gain more health, so it would also be a good idea to have health in places where the player has risk on retrieving it. I think what makes temple run a success is that the player is constantly moving and so they have to react to obstacles straight away. In Date run the player can pause and has time to think about what they are going to do. I think we need a way of creating more frantic decision making. Lastly the space of possibility is small, the player is limited to what they can do, they can only run and then the QuickTime events add a bit more interaction but that's at the end. It would be good to see even just one interaction added such as ducking/sliding. It wouldn't work well on the current level we have, but there are plans to have the levels tighter for the character to move such as a market square where there are things moving and there's a lot more going on. Ducking under things I think would add more fun to the game.
These seem really good ideas for the game. A number of them can be written up as user stories and added to your product backlog. That way you won't forget them and eventually they may work their way into a sprint.
really enjoying your blog, your comments on the Venturelli article are good. How do you think the ideas of pacing can be applied to the Date Run game that you are making?
ReplyDeleteI'm glad you're enjoying it, thanks very much! At the moment the game doesn't have much going for it in terms of making the player feel hooked and interested.
ReplyDeleteWhen the player reaches the moving obstacles however it does pick up the tempo. I think using this mechanic and improving it would have a good effect. Say the player got hit by the car but instead of it killing him which is what we discussed in our group, if it damaged his health massively it would create tension for the player to finish without getting more hurt, they would also start thinking what they can do to gain more health, so it would also be a good idea to have health in places where the player has risk on retrieving it.
I think what makes temple run a success is that the player is constantly moving and so they have to react to obstacles straight away. In Date run the player can pause and has time to think about what they are going to do. I think we need a way of creating more frantic decision making.
Lastly the space of possibility is small, the player is limited to what they can do, they can only run and then the QuickTime events add a bit more interaction but that's at the end. It would be good to see even just one interaction added such as ducking/sliding. It wouldn't work well on the current level we have, but there are plans to have the levels tighter for the character to move such as a market square where there are things moving and there's a lot more going on. Ducking under things I think would add more fun to the game.
These seem really good ideas for the game. A number of them can be written up as user stories and added to your product backlog. That way you won't forget them and eventually they may work their way into a sprint.
ReplyDeleterob