UnionFaps
NuclearStrawberry from patreon
NuclearStrawberry patreon

Asking Questions

🕑 Added 2021-07-25 23:31:04 +0000 UTC

Comments

Whim Widget

I've always considered this one of the most important aspects of game design. Rather than fretting over a static plan for everything from the get go - and components ending up mutually exclusive - instead, applying ideas in context, then incrementally adding mechanical polish, visual flourish, or plot...nourish. Existing ideas get polished and becoming charming. New, unique, fun and still thematic ideas are also inspired. There's always an element of constructivism (cognitive or social) needed to bring out the best in plans. Charging Chucks are a hilarious enemy that do...whatever in SMW. "Let's place one of these here, but how can we proceed from/subvert expectations on what he'd do, and how would he interact or use the terrain to do what we need them to" or "what should we use to make this action happen? What if we used Chuck...but...". You end up with a recurring enemy that produces a plethora of context specific gags. I also still like the idea of a number of customisable analogue values, 'colours' and 'enums' made from the get-go, so one can toy with object placements. Usually they're inspired by: "what value should I set this to? What would be easier and harder? Why don't I just make it flexible...". It still can be done in conjunction with incremental design, or even inspired by applying ideas. This game, and Copy Kitty have so many cool enemies with such variables, AND later made variants.

Samuel_Almonihah

Always nice when your game environment actually makes sense. :D


More Creators