Level Editor Created:
The team is now able to rapidly generate levels and experiment with different types of gameplay thanks to the creation of a level editor. Each member of the team can input data into p-lists and build directly to the iPad, so it is easier than ever before to experiment with different level designs.
Earlier in the week the team performed its most recent playtest of Build #11 to assess scoring metrics and player goals. With the additional benefit of an advisor meeting, the consensus is that reaching the end of a level must be sufficiently challenging in order for it to be a satisfying goal, and that gem collection should remain a secondary objective, while remaining a satisfying one for perfectionists. Currently, the game’s “stop-and-think” pace (combined with the relative ease of traversing the level) has rendered gem collection more of a goal than intended. Thus, the focus for the coming week is to create more challenging levels in which gem collection takes a backseat to simple survival.
The team also has simplified the scoring system to make gems collected the primary measure – every “death” or “retry” costs the player one gem, and retries do not run out. The number of gems will most likely relate to a medal system rather than a discrete score. By tying retries to the loss of a gem, players who traverse the level with fewer mistakes will also have a higher gem count and performance rating.
With a feature lock looming for the end of next week, the general scope of the feature design has reached a point of relative stability. Playtests next week should address the issue of whether the more challenging levels being created currently put the objectives of completion and collection in perspective.
Developed level editor, began creating more challenging levels, implemented current and ice-block features, simplified score economy, created additional art/sound assets, held playtest.