We came up with a couple of core tenets on the final day of IHD development.
We wanted to push ourselves into learning something new, and since we had only made turn-based games together, we felt it was time to move on into a more challenging space: real-time computation.
The goal of this second project is to start off on the right foot. We were going to focus on design and architecture first and foremost.
Over the course of the video, you can see us shifting our gaze from aggressive, offense-focused games like Superhot to something more "relaxing" like Breath of the Wild (we mentioned it several times on Saturday). The goal is to get players into an "indirect" flow - they must run while something else handles the dirty work.
This was spawned by an idea I had over the course of the week. Patrick and I talked it over on Saturday and came up with a third and fourth core tenet:
These tenets formed the basis of our more "final" design.
There are a few important trade-offs in the game that I'm quite proud of.
You can spawn as many turrets as you like.
You are shielded when enemies are between you and your turret.
Some turrets can pierce through enemies.
I think we'll develop these further as the game goes on, and there will be smaller, less important decisions that the players will have to make very frequently.
We came up with the following scope for our first and second milestones:
If we're proud of this, and want to share the prototype with our friends, we'll continue with Version 1.
Once we share this with our friends, we'll move on to Version 2 if they enjoy playing.
Of course, we'll stop at any time if we get burnt out on the project or find that the fundamental game design is lacking. I want to learn how to be better at commiting and pushing through the drudgery too, so I hope we don't give up too easily.