Prototype design suggestions!

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 :slight_smile:

There is no “overkill” — just build a level that you find fun. Show it to some people, and see if they find it fun too. If you can’t make even a single fun level, then it’s doubtful a whole gameful of them will be any better. :slight_smile:

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To sell the game, you have to finish it. So don’t worry about doing too much.

The main point of a prototype is as a stopping point along the way to completion. It’s a point to get out of the game isn’t working.

Thanks guys :smile:
I’ll try my best to make a fun level, though it may be difficult because I have no level design knowledge. Got any pointers?

Well, one thought is to design your level with a good interest curve. So challenges should gradually ramp up, though not steadily — include some (relative) easy bits between the progressively harder ones.

I’m struggling with this myself. Hard, very hard, for me to get “hard but not too hard” nailed down. It’s looking like the other parts of the game pale in comparison to the difficulty of balancing and level design.

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First, I would simply come up with an estimate of the time for the player to traverse the prototype. Then build the size of the level around that time. I would say 30 seconds to a minute for a 2D platformer would be enough to test a concept, although it’s hard to say exactly.

The purpose of a prototype is not to create some ‘standard definition’ of a prototype for the sake of it, rather its purpose is to test your game mechanics. If the ‘complex behaviours and challenges’ are game mechanics, they should definitely be in there. All of them. What you leave out of a prototype are (most of the) aesthetics/graphics/sound.

In fact it is even more important to put all your mechanics in there because you will probably find that the more complex and numerous they are the faster they will kill your fun, so you might as well find that out now.

I believe its a typical initial approach to define a core loop, and the design language(s) in regards to level design.

The “core 30 seconds of fun” approach can easily be done with iterative forward design. – Find the fun and remember that most games are about goals and objectives.

You should take some time to look at games common within your base genre and the concepts they have to offer. If you see a fit; expand upon and implement them.

The bit about the pit jump; though it is a simple concept, it is something that can help introduce a player to the aspects of your game. It’s important to slowly introduce concepts; preferably in isolated/separated areas from high actions sections.

You’ll quickly develop skill and expectation for any game you work on. Remember that no player will have a clue as to whats going on or whats going to happen for quite some time.

Some things to think about or research:

  • Easy to learn, hard to master
  • Design Keys
  • Goals & Objectives
  • Patterns
  • Cues & Indications
  • Iconology
  • Game Feel
  • Downtime

Thanks for your time,

Adam

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