The problems with game mechanics
Hi all, So recently I’ve been thinking more about the structure of my game, and considering whether I want levels in the traditional sense (Like Mario, or most other platformers in the world.) or whether I want one linear long journey (similar to limbo). Thinking about this comes up with a lot of problems most people wouldn’t dream of when considering how a game is made. I want my game to feel like the player has gone on a journey, that they’ve accomplished something, and I feel breaking the game down into levels would destroy that feeling as there’d be chunks of the journey the player never experienced. There are also disadvantages to having one long, continuous journey though; players can get very bored very quickly, especially if there isn’t much difference in the scenes. My idea for ending the levels was that Jacob would have to board a train in the…
The ideas behind project TimeShift
Hi guys and gals! Hope everyone is all good and fine. I decided I should explore my concept more, and give it a proper working title, so that’s it! Project TimeShift! (working title) The project name gives a lot of the game away, but I hope to still keep quite a few secrets to keep the game fun and new for most people. If you don’t want any spoilers in this game, then I suggest you stop reading, as I’m going to be revealing a lot of the plot devices about project TimeShift. Firstly, I’ve named the main character Jacob McCarthy. He’s an 11 year old boy who’s being evacuated from London during World War 2 (much to his dismay). The year is 1940, and the Nazi’s have invaded and conquered France, so Britain initiates its second evacuation. Jacob comes under the care of an old, abusive man called Jack…