This guy from Eric the Unready is one of my favourite guys. |
Another week down, another few things off the to-do list. My primary goal for this week was to get a prototype in a decent enough shape that I could send it to a few testers with whom I've specifically discussed gameplay design with in the past, so they could try out my systems and share their thoughts on whether they work or not, what feels confusing, what feels tedious. The writing, art, animation and audio is all still very much WIP, but I have a different set of testers that I think of as more "mood" or "overall" testers that I'll show the game to a little later, when this stuff is all more set in place. In any case, I successfully hit my goal, and have sent a little prototype off. Depending on how busy those folks are, I'll be sharing the outcome of this in upcoming devlogs!
Testing
Monday morning's playtest this week went very well. Another reason that Kelsey is an excellent candidate for playtesting, aside from what I mentioned in my earlier dev diary, is that she's quite an emotive player. She'll mention immediately if something is frustrating, or confusing, or feels broken. She also reacts quite audibly to things she thinks are funny, interesting, strange, etc. In this case, I had put her in a brand new area with familiar elements, and a puzzle that was intended to be a combination of all of the elements that I had built - effectively, showing the player how the abilities they learned how to use in the first area can now be combined together in order to overcome an actual puzzle. The player is purposefully confined to a single room while they figure this puzzle out, and I watched Kelsey examine the elements, observe what happened as a result of her actions, and after a few moments I heard an audible gasp from her as she correctly deduced the solution to the puzzle, and watched with great satisfaction as she proceeded to execute her solution.
Success. I can design a puzzle using these systems! It'll be interesting to see what the other testers think, as they won't have the bias of having tested the game earlier and having familiarity with it that Kelsey has.
Programming
Most of this week was spent getting the prototype ready for a few more folks to take a look and give me feedback, and that involved a lot of cleaning up things I had built in a rush, putting in some more feedback for when players try to do things, connecting a couple of things I had been building in isolation together. I need to build a few more testing tools for myself, because testing is going to be very tedious until I do, even with a very short little snippet of a game like this. Adding in the inventory functions made me realise that I need to adjust some of my default interaction handling in my switch functions, but it's trivial to make that change. Mostly, though, I need to make sure I'm writing down what I need to do on my todo list the moment I think of it, because the amount of times I thought "I must fix that", then got distracted with fixing something else and forgot about it is amusing and a little annoying. In any case, I have no doubt that my test feedback will contain funny bugs. I certainly found a few myself!
Design
I have been playing lots of puzzle and narrative style games lately, just to refresh my memory on what I aspire to design towards and what I hope to avoid. It's interesting to dig into really puzzle forward games like The Witness and The Talos Principle again, and also more system based things, more narrative based things, and try to work out where I want to sit. Ultimately my goal is to make a reactive world, but by that I don't necessarily means a world that will judge you based on your decisions, or remember your choices - mostly I just want players to be able to try things and for those things to work, even if it might not suit a specific puzzle. I think of it a bit like The Incredible Machine - the balls still bounce, even if they don't land on the thing that will make them bounce into the right bin.
Replaying Eric the Unready this week has been particularly fun. I never got far in it when I tried playing it years ago, although I did think it was very charming, and I love Legend games in general. What I am really enjoying on a replay of it is how the game allows you to goof off regularly and gives you fun responses for it. If Eric the Unready has a puzzle that involves showing your ass to someone, you can bet that the game will allow you to show your ass to everybody, and often give you fun consequences.*
I also have been finding out how I want to handle dialogue in the game, and it might end up just being slightly differently to how a lot of my peers do it. I don't have anything innovative or noteworthy planned, I've just been noticing a few patterns about how conversations in games leave me feeling lately, and what I think I'd like to avoid.
Summary
With the prototype build sent out, I feel a little more at ease than I did last week. It's always a little odd waiting for feedback from testers, but I am actually quite calm about it. The nice thing about testing on such a small prototype is that I know that I haven't wasted too much time on an idea if everybody hates it, and I haven't designed too much game around it if people think that it could do with a fundamental change. Of course, it's hard to foresee anything yet, so I will get back to playing Eric the Unready, and deal with all of that stuff next week. Thanks for reading!
*Yes, of course there's a puzzle in Eric the Unready that involves you showing your ass to someone.
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