Taking stock
Here where the prototype is currently:
I have to say I became somewhat fixated on trying to get the system for this game working, and now is definitely time to take a step back and figure out what - if anything - comes next.
I have a bunch of unsolved problems, and I’m not sure whether some of them will end up meaning I can’t take the game further in its current form.
Does the system actually work? (HIGH RISK)
As I mentioned previously, there are a couple of issues with the system that I still don’t know if they are fully solvable, which is frustrating at this point. Plus, I suspect there are a bunch more problems and bugs I haven’t found yet because I haven’t been thorough enough in testing all my changes.
Puzzles? (MEDIUM RISK)
Can I actually make good puzzles with this stuff? I feel fairly confident that I can because of how much I’ve enjoyed messing around with the prototype, but at the same time I still don’t know exactly what the player goal will be, and I may have to remove some features that are causing too many technical/design complications. Either way, it’s not proven yet.
Design questions?
This week I’ve started to uncover what interaction design problems I’ll need to solve if I were to continue the game:
- Cog placement and animation (HIGH RISK)
- Currently cogs snap to a grid, but there are some problems - the biggest being that there’s no system to make the teeth of cogs line up visually. This is complicated to solve given that the starting rotation of a partial cog is a key part of the puzzle, so anything enforcing specific positioning or rotation needs to take that into account. I don’t know how to solve this yet.
- Visualising states and goals (LOW RISK)
- It doesn’t look great in the current version, and will need iterating on to make sure it makes sense to the player
- Editing the system while it’s running (LOW RISK)
- The optimal UX would not require the player to stop the system from running in order to move cogs around, but I don’t think that’s an option without breaking the purpose of the puzzles. In my mind, it’s similar to a “learn to code” game, where the player has to set it up, then watch it run, then stop/reset it to iterate - but it requires further exploration.
So… what’s next?
At this point, I don’t want to sink more time into changing how the system works and trying to fix the code. I will create a test scene to try to find where all the problems are and then I would like to spend some time making puzzle levels that use all the mechanics I have so far, even if I have to work around some limitations.
I will then make a call, probably mid next week, on whether to park this project and move on to something else. I think it’s quite likely that it would be an idea I come back to another time, but with a completely different technical approach.
Cogs! Sandbox & Puzzles
Build gear systems to your heart's content!
More posts
- Closing Cog-itationsJan 19, 2022
- VisualisationJan 14, 2022
- From colliders to mathsJan 14, 2022
- Partial cogs & player goalJan 14, 2022
- Compound CogsJan 05, 2022
- Attempting physicsJan 05, 2022
- Cog LogicJan 05, 2022
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