Wednesday, November 29, 2006

Foamzilla at play

I've always really liked having a game where a character has the ability to do something arbitrary. That is to have some moves you can use in strange combonations and "play" with them the way the designers never intended for you to. Or at least thats what you are supposed to think. The last few days Foamzilla has seemed very "fixed", but tonight with some AI changes, adding the stunned animation and some planned changes for how charge works, I'm really starting to get confident that it will be a very "playful" experience. There's a lot more testing and tuning to go, but it's certainly shaping up.

Johan has been working on the level design still and we knew this would be a big challenge going in. It's going slow. He's wanted to work on logo design as well, and a number of other things. I've found it very hard to delegate work as well, but thats exactly what we've had to do. We can do this stuff, we just simply don't have enough time, and we are both losing more than enough sleep.

Speaking of which, I had better grab some. Until tomorrow.

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