Platformer Development
Over the past week, I have begun to develop my platformer prototype to see what I could manage to make within a small-time frame. The elevator pitch idea that I had come up with was definitely too ambitious, as Fullerton mentioned, “make it simple and focused on a particular question.” (Fullerton, 2018). Despite this, I still tried to implement different mechanics that would be used in the actual game if it were to be made.
Adding a slide mechanic
The first mechanic which I added after the initial design and mechanics was the sliding feature. This feature would allow the player to manoeuvre around the stage using different paths and movement to find the optimal way to complete the level.
Adding an underground area
An underground area was also added to act as a second part of the level which wasn’t the same feeling as the beginning. This was inspired by other platformers which had different locations in the same level.
While I wasn’t able to add too many features, I had a great time figuring out how to implement the different mechanics and other aspects of the game into my prototype. Near the end of developing the prototype, I partnered with another student and did some playtesting to see if the movement and other parts of my prototype felt nice to play and if there were any issues. I recorded some notes from the playtesting about the good parts and parts that need to be improved for my prototype.
Some things that needed to be improved or changed were that the slide animation could occur when the player is jumping which looked weird and interrupted the flow of the game slightly. Some things that could be added were a coin counter for the coins that the player picked up throughout the level, and a proper wall texture for obstacles that the player has to slide under to progress further into the level. Another aspect is that the prototype was still using default sprites which wasn’t a major concern but is something that would definitely be changed further into the development of the prototype.
Whilst there were parts that needed to be changed, some good aspects were found within the prototype. One was the quick understanding of the sliding mechanic and how to use it. The play tester was able to figure it out without and help or hints which is a good sign about the mechanic. Another part that was found to be good was that the level was not too challenging for the tester, and they were able to get to the end without too much hassle, which allowed the state of flow to stay with them the whole time, instead of them becoming bored or frustrated with the game.
Overall, for the development of my first game prototype from IGB220, I would say it was fun to make and it allowed me to better understand the GDevelop program and what it is capable of making with different types of games that will be made in the future.
Fullerton, T. (2018). Game Design Workshop: A Playcentric Approach to Creating Innovative Games. ProQuest Ebook. Retrieved from: https://ebookcentral.proquest.com/lib/qut/reader.action?docID=5477698













