I've finished with the levels revolving around a single mechanic. There aren't that many mechanics to begin with so... yeah. Now, after correcting some of my grammar mistakes in my previous posts I'm ready for this one.
As the title says, the workflow is getting better both in terms of quality and quantity. Well it doesn't exacly say that, but that's what I mean. It becomes easier and faster for me to design and create levels. Blueprints are less messy also! Much win here! I don't know if this is the reason for this but, I think that creating levels which focus only on 1-2 mechanics and sqeezing everything (well not exacly everything) from them pushed me towards this progress. Now creating something fun and challenging is easier (still not easy).
Soon I'll begin the last iteration of the levels and after some testing the game will be ready. I had an idea about how to finish the development of the game but after some talk with my partner we agreed that it wasn't necessary. Maybe I overthink and take things too seriously about this game. It's a game about a rolling ball after all. Nowdays people make these kind of games for their homework assignment (or so I hear). Or maybe that's the way people think just before they release a bad game. I don't know. For some time now I think it's best to balance things out. Currently it's hard for me to pinpoint which aspects game are in need of a hard and "deep" thought and which aren't. For this game I really thought about the way the game looks and feels, the vision more than anything else. And I don't mean only the colors. More like the shapes and the level design. The shapes are the most simple and yet have big an impact. For instance in Unreal 4 there are two types of cube assets. One is a standart and the other is rounded along the edges. Choosing which type of cube to use can have a big impact on the atmosphere of the game. Ever played a game that feels great and is just awesome? But when asked you can't tell what exacly makes the game so good. Well I think it's a combination of a good design and subtle little descisions like that (obviously plus excellent programming, audio and etc). So small things matter, yeah yes we all have heard it before.
Does knowing this help? Well yes! Buuuuut this was an example which is easy to implement. Usually small things which show how much you care are quite tedious and time-consuming. So you as developers need to know which things are worth it. Your time is precious. Note that I say 'you' because I don't consider myself a game developer until I release minimum 3 games. And I mean finished quality games from start to end.
As the title says, the workflow is getting better both in terms of quality and quantity. Well it doesn't exacly say that, but that's what I mean. It becomes easier and faster for me to design and create levels. Blueprints are less messy also! Much win here! I don't know if this is the reason for this but, I think that creating levels which focus only on 1-2 mechanics and sqeezing everything (well not exacly everything) from them pushed me towards this progress. Now creating something fun and challenging is easier (still not easy).
Soon I'll begin the last iteration of the levels and after some testing the game will be ready. I had an idea about how to finish the development of the game but after some talk with my partner we agreed that it wasn't necessary. Maybe I overthink and take things too seriously about this game. It's a game about a rolling ball after all. Nowdays people make these kind of games for their homework assignment (or so I hear). Or maybe that's the way people think just before they release a bad game. I don't know. For some time now I think it's best to balance things out. Currently it's hard for me to pinpoint which aspects game are in need of a hard and "deep" thought and which aren't. For this game I really thought about the way the game looks and feels, the vision more than anything else. And I don't mean only the colors. More like the shapes and the level design. The shapes are the most simple and yet have big an impact. For instance in Unreal 4 there are two types of cube assets. One is a standart and the other is rounded along the edges. Choosing which type of cube to use can have a big impact on the atmosphere of the game. Ever played a game that feels great and is just awesome? But when asked you can't tell what exacly makes the game so good. Well I think it's a combination of a good design and subtle little descisions like that (obviously plus excellent programming, audio and etc). So small things matter, yeah yes we all have heard it before.
Does knowing this help? Well yes! Buuuuut this was an example which is easy to implement. Usually small things which show how much you care are quite tedious and time-consuming. So you as developers need to know which things are worth it. Your time is precious. Note that I say 'you' because I don't consider myself a game developer until I release minimum 3 games. And I mean finished quality games from start to end.