Gameplay
If we had to make a prototype, I suggest we should do it in Unity. Unity is simpler to excess since it requires less programming and it is just a prototype. Initially, gameplay was supposed to involve the main character who is a mercenary, to be assigned various missions. Missions will include rescuing civilians, delivering packages, or avoiding enemy lines. For this semester, we planned to have only one mission as stated in our design document. The player will be assigned to a helicopter they will not be able to create their own custom helicopter yet. The main helicopter will have one source of energy that will show how much energy the engine has as well as lasers. Gameplay is very simple and precise therefore, I think there is no need for any changes here.
Mechanics
In terms of mechanics, I really think we could keep it as simple as we can. From the very beginning, we had already planned to incorporate one helicopter, one mission, one level, simple gameplay, simple everything. Therefore, I would have no concerns about this aspect of the prototype.
Aesthetics
Aesthetics are still a working progress for us. As a team, we decided to make the game a futuristic space game that takes place in the year 2620. Although art is not really our focus this semester but we can still make it look appealing to our players. As long as our textured models are visually appealing and fit nicely with the terrain then the prototype should be fine.
Kinesthetics
Kinesthetics is probably another top concern I have for our game. Controls play a huge role in testing. If your player are not satisfied with the feel of the game then the developers have to go back and change it to make it better. Many of our players will not have the basic experience flying a helicopter like in Battlefield. We have already experienced having a player not having fun while playing our game simply because of the controls. As a result, we would push harder to change that.
Highest Priority
In my opinion, the highest priority in a prototype, if we did one for Aeolus, is to satisfy the players and their needs, experience, and wants. Kinesthetics would be the major goal. Our prototype should really dive into this focus since the players are the most important people in the testing stage. The core gameplay would need to be sharpened up so that players can understand what they are doing in the level. We can do this by including tutorials that explain the mission and the main goal of this level. Controls are another aspect in the tutorials that we should be teaching players. As a result, if we were to build a prototype for our game, I would definitely focus on the kinesthetics because if that were to flop, then that is not a good sign for our final game.

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