Devlog 10


Our development progress seems to be very steady, I was in charge of creating characters and their stats. Whether it was their Hitpoints or Powers, I had to make sure it was balanced but still enjoyable. I made their number rolls varied in a way so that they weren't overpowered but also felt strong with the addition of the powerups and powers. One of the classes that has strong number rolls is the Bouncer but in exchange, he doesn't have more than one Token for using his power. The other classes either have 3 Tokens for their power or have a power that doesn't solely rely on Tokens. I made sure there was distinctiveness between every class. "Fairness is key to how players perceive randomness. If they believe that the randomness limits their chances at victory, they can view it as less fair. If they believe that the randomness enhances their chance at victory, they can view it as enforcing fairness." - Macklin and Sharp - Chapter 11: Randomness. How the game itself works was my colleague's job, I thought I had a good idea of the mechanics of everything but I realised I messed up and so we revised how everything interacts with each other. They helped structure everything and helped a lot on figuring out what we could do more with our theme and environment. "Description of play experience: This is a paragraph that describes the basic elements and premise in language that would make sense to someone unfamiliar with the game. How is the game played, where, what is the game about, and how does the play experience feel? This is different from a use case, though that approach can be helpful earlier on before playtesting with people outside the team has begun." - Macklin and SharpChapter 7: Game Design Documentation.  We still haven't figured out a name for our game but we have the premise of the game down. If I had to figure out a name it would be something like an Elevator Evacuator. "Working title: Even if you aren’t sure of the title yet, you are probably calling it by a name. Later on, the team can brainstorm titles and choose one based on what will communicate the idea of the game most effectively. And, of course, if the intention is to release the game, it must be a name that is unique and findable via online search, and if it is a commercial title, it should be available to trademark." - Macklin and Sharp - Chapter 7: Game Design Documentation.

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