The game received the go-ahead from all of the examination board some weeks ago. After that, there was some measure of design doldrums. In fact, there still is. Thus far, I maintained some form of Miyamoto-esque approach which consists of tackling most of the technical requirements first, leaving many creative decisions to be extrapolated from a more finalized technical framework, in essence leaving some of the more interesting design decisions last, rather than working to implement concepts beforehand.
This has worked, to some extent – But it leaves me muddling over the actual level content for some time now. For some reason, the theme of entropy keeps recurring, which is something I’d like to avoid, if possible, as this was more or less the theme of Raft – that of living on a disintegrating raft. Nevertheless, it is a powerful dynamic to introduce, the slow decay of a world and the characters relationship with it and to one another. It is, at the very least, a viable possibility.
Also pictured are some disparate ideas that keep cropping up, elevators, masses of tiny people, things like that. Object of the next few days is discovering whether these have any worth. Thing is, the design and object of the game in tandem with the relative simplicity of realising content for it means that I can try a relatively large amount of things with relatively little effort – which is exactly what I will do. Through the multitude an approriate final form, at least for the exam, will hopefully reveal itself.