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Tile based game project
I worked on a dynamite mechanic for a tile based game project.Then I later added an action points mechanic originally designed by my classmate Abigail williams. I learned a lot about developing mechanics for games, and I want to share what went wrong and what went right.
What went right:
1. [Simplicity] - The Simplicity of my original dynamite design allowed for further expansion on the design with the action points mechanic. When combined with other mechanics my dynamite kept the same functionality that it originally had. It allowed for Further complexities to also be added to both mechanics that intertwine the mechanics together allowing for a simple yet deep system.
2. [Versatility] - The way I designed my dynamite mechanic allows it to not only be used on walls but also on other objects with just a few lines of code. This means that if my mechanic was in a fully functional title it would allow for unique and versatile uses in terms of designing specific interactions around it.
What went wrong:
1. [Planning] - Despite me getting all of my work done on time and before deadlines i always felt confused on what to do next and that made some situations hard. In the future I will adapt myself to plan ahead and prepare time for any issues I may have with designing.
2. [Self Focused] - I Could of researched more from other designs, I made everything myself and while that is good for learning, I could have looked at more resources to make sure that what I had was fun and a unique and a combination of some of the other great mechanics in games. In the future I will make sure to do more research before implementing mechanics and features to learn what went well and what didn't.