Gaming Your Way

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Decision Style #4: Activity-Focused Design

I'm still awe and wonder about what shit comes up when you search for our post titles. This time it's a tech-talk-bullshit gem.

Anyway, it's time to get going with the prototype game and start piecing together all the little tools written so far. I mentioned it on g+ already, but I reached the point where I needed more than my usual ToDo list to keep track of what I want/need to do next.


Just a small part of my "map helper"

The first map I used for testing was quite big and complex and with some 20 rooms and even more doors a bit - shall we say - shit to keep track of. So I invested 2 hours to make a smaller map, then rendered it out and drew my notes on it (making revisions on paper is a bit messy after a while).

Color coded rooms help to maintain overview and layers in photoshop make it incredibly easy to keep track of items to place and doors to connect. Right now I'm placing these in Unity and wiring things up to be able to do a "play through" with the main objectives: find docs (USB drives), codes and key key cards and avoid being caught.

The next thing on my ToDo list however is the minimap, which wont show you the location but items, guards and cameras (and their "senses"). With that in place it's finally time to add security to the map.

Maybe I should add a trigger for the exit first so I can have a "well done" screen up and running (and make it feel more like a game than a pure game mechanics test bed).

-- Oliver / nGFX

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