Hello! So pretty much I have (more or less) finnished testing out the concept for my game. It’s just a 2D platformer where the player must try to go from point A to B. My main mechanic / concept is the obstacles in the way. The game is themed around spikes. This sounds pretty simple, but I’ve designed it in a such a versitle way they have highly customisable properties that can be combined for many different uses.
I don’t want to give away to much at this point in development, but I can give a rough idea of the spike AI.
Each spike has 1 or more different activations, movements and abilities. Naturally, the activation triggers the movement and ability.
Examples of activation types: On Start, Timed, Line Of Sight
Examples of movement types: None, Path, Heatseek.
Examples of abilities: Hidden, Split, Proximity Effect.
I have given example of spikes properties that will generally be used in a hostile way, but I have had a few ideas for spikes that help the player progress.
The thing is, from what I’ve heard, a prototype should be your concept in it’s rawest form. If it’s still fun, then start from there. I havn’t exactly determined what will be in the game, but like I said, it’s designed in a way that I can create many different level designs and situations. So how can I determine what it’s rawest form is AND still make it fun.
I can’t really simplify it past the fact that it’s highly customizable enemies designed to challenge the player in many ways, so should I just give some different examples / challenges using the enemies?
A simple level with a pit full of a few spikes that the player must jump over would be overly simplified (and boring) to call a prototype. On the other hand, a level with complex behavious and challenges is an overkill.
So what should I make as a prototype? Also, if anyone has any ideas regarding my game concept, please don’t heisiate to comment them, I’ll be more than happy to recieve some perspective from others ![]()