Thursday, 31 October 2013
Quandary 29/08/2013
So yesterday and today during our mid-week break I began designing levels. I woke up, got my sketch book and sat down to draw down a design. To my surprise, nothing came out on paper. I spent so much time just staring at the paper in front of me, and occasionally drawing a cube hoping something would come out. It turns out level design for Quandary is going to be hard. Like really hard. I attempted to find a source of inspiration from previous games like Braid and Portal 2, but really there’s the fundamental difference which is the individual mechanics these games poses. Braid is much a puzzler yes but it’s built around its time shifting mechanic. Portal 2 has the portal gun which allows the use of portals.
So really Quandary will be all about different mechanics, but it lacks its main mechanic. The mechanic that it falls back on for puzzles, so basically we need to explore different mechanics like time slow or portals, but they won’t be a main mechanic, they’ll just be in there for a couple of levels. We’ll have to wait and see. See you tomorrow.
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment