The process of choosing different elements to our game
In the pre-production of our space adventure game we have to set some essential game elements and mechanics that we want our game to contain. Health indicators, movement and pickups are some of the elements we've been discussing. With all suggestions of what to include in our game we must ask ourselves questions that determine if they fit into our game. The questions can be both many and few. Is this retro or is it modern? Where does this idea come from and why did we come to think of it? How did others use this idea and how did it work out for them? Is this element a part of today’s games? Would this element do our game any favors?
If we take health bars as an example. They have been around for a long time and their origin isn't that important in this consideration. They used to be popular but have recently been replaced in many of today’s games by the “bloody screen” health indicator. We believe that some sort of health indicator that displays the health situation plain and simple would be to the players benefit and satisfaction.
This process is repeated on all the different aspects of our game. If a element's answer to our questions prove to disappoint us we have no other choice but to ask that element, aspect or idea to go home without an invitation to our game. The failed element may come back for an other audition further along the line and we may take it back in to consideration.
Peace!
//Casp










