Chapter 11: Hackathons As Source Of Improvement
My next design was inspired throughout MIT Reality Hack. Thing is, last time the game was two-dimensional, with character bound to earth, and with trying to balance inputs and dodging. At this note, I have went on a hackathon. Thing about hackathons is that aside from crafting and designing, you get a moment to talk about your projects. What means you need to tell elevator pitch whenever asked. What means, on social mixers you need to say pitch about 20 times per night. What means, you get a moment to think of stuff. Aside from this, you get a grasp of level of Cool other people get to create in limited amount of time. (And see whole universe in five minutes, what is infinitely awesome). Coming back, I have decided to scrap old visual design, and work on sensation of Flow, and Flight, to make game excited feel-wise. Not exhausted.
This has resulted in a brand new prototype: this time, with infinite scroller, and dramatic cameras. Here, I have connected WASD to motion, making it not only jamming, but also a dodging tool for player to use. While still a bit disorienting, this prototype was much more exciting to play in the end of the day. Yet, I have found a new issue. With this design, the players had hard times focusing on what objects are flying onto them, and what notes they are supposed to play in Suggested Note Line.
Therefore, I went back to prototyping Once Again.
















