Parallel: Week Twelve

Week twelve update:

In week twelve, we’ve refined our approach to our final product. We’ve decided to back off from the previous decision of “open world,” after a few meetings where we realized that in all this discussion what we’re really aiming for is to give the player a sense of progression, with some meaningful choice in the puzzles they solve.

We’ve maintained the idea of giving players modules as they progress, but have vastly simplified the environment and as an extension, taken a lot of stress off of our art and design decisions to be made.

In this model, we’ve returned to a somewhat linear scheme, with challenge puzzles, which are harder than the main progression. These challenge puzzles can be skipped – but they will be given a completion score to judge their progress in learning how to use the modules/solve puzzles. In addition to this, it gives the player the opportunity to replay the game and experience challenge puzzles they might have passed over the first time through.

This week, we’ve also been preparing our final build, getting it to a playable point where we can test it at Elizabeth ISD on April 17th for our final testing session.