Nebula Nexus (Asteroid game) Postmortem
Taking inspiration from Tracy Fullerton's "Game Design Workshop," I was inspired by the core concepts of player-centric design. The readings emphasised the importance of player experience goals, and this concept had a significant impact on my approach to Nebula Nexus. It made me think about how players will interact with the game's mechanics and how important it is to create an immersive and fascinating experience. Furthermore, the book's ideas on game structure and dynamics provided insights into how to arrange Nebula Nexus' gameplay and interactions to ensure a coherent and interesting player journey.
One big alteration I'd make in the creation of the "Nebula Nexus" prototype is the usage of sprites and sounds. It was my first time focusing on developing my own sprites and sounds in order to immerse players more fully into the game environment. In retrospect, I see room for development in this area. I would have loved to have spent more time and effort creating high-quality graphics and noises that not only boost immersion but also contribute to the overall aesthetics and feel of the game.
In terms of design, I'd improve the asteroids' behavior's and interaction in "Nebula Nexus." The asteroids' design was critical in establishing the game's difficulty and diversity. While the initial concept was excellent, I believe there is opportunity for improvement in terms of asteroid diversity, behavior's, and interactions. Increasing the range of asteroids' designs and attributes could provide gamers with a more rich and engaging gaming experience.















