First of all, let’s briefly describe the game that will be our object of discussion in this post. STENA is a reimagined version of the classic PONG arcade; but, instead of horizontal paddles settled for a two-player match, STENA has a circular scenario where, in solo mode, the player must defend the core of each stage with multiple paddles rotating 360º. We can see the main idea of the game in the image below :
As you can see, this is the very first idea, created in a wireframe for the Game Design Document. A GDD structure is an excellent guide for the first gaming insights, but it’s very important to be “hands on” in order to materialize the first playable versions of the game. In the case of STENA the first versions created using Unity revealed a serious problem with the gaming physics that we adjusted in many ways using new scenario elements, enemies, random systems and, of course, improving the gaming code. In the video below you can have an overview from the iterative process of STENA – from the first “crashed” idea to more complex levels using several interface elements.
I have already discussed in this post about the importance of iterative design in the game designing process and I want to reinforce this idea here.
Develop your games in a GDD always, but be conscious of testing your ideas in a different way. Remember: to create an effective game is not about you playing one version of your game one hundred times but trying to make one hundred people play many different versions of your game one time. Always prototyping. Always in an iteration process.
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