Mistakes, Comprehension and a New Direction™
Time to actually produce the second GDevelop game. I've learned a few lessons after the last attempt that I want to apply to this one:
1) Reduce scope
The biggest problem that plagued my attempt at creating a platformer was the large scope, trying to incorporate environmental storytelling into a hand-built word. This was not an achievable level of quality in the time allocated for the task, and deviated away from the seeds of gameplay I identified in my first post on ChronoKnight. For this reason, Astro Annihilation will focus on moment to moment gameplay instead of complex level design, and will use things such as enemy spawn tables and duplicated assets to reduce the development time. This relates to the IGB120 Week 5 Lecture on understanding the possibilities and limitations of GDevelop, especially the advice of finding a simple scope that is easy to iterate on.
2) Playtest earlier and more
It will be important for Astro Annihilation to be playtested more than ChronoKnight, especially in the early phases. The reduced scope of the game will aid with this, as having a smaller amount of work for each gameplay moment will allow more to be produced before a reasonable timeframe for playtesting arrives.
3) Take on a more iterative approach
Further on this point, Astro Annihilation would benefit from a more iterative approach - things such as enemies and movement are easier to tweak and adjust than a hard-coded level design, meaning more action can be taken on player feedback.
Hopefully, following this new design strategy, it will be more feasible to complete an appropriate quality game within the timespan allocated. Sorry though, this was another dry post, but I think do it's an important one.
















