At the end of the class, I am happy with how this project turned out. As I'm sure it goes with every development cycle, there was more that we wanted to do but simply could not cram into the time frame. This post will cover a few of the things that hopefully will excite those who've played the game already. I really wanted to have interactable objects in the scene that did not affect the completion of the level. In fact, I pushed so hard to have these things that the art assets were created! If they could be clicked on, I wondered whether players would maybe click on them as part of superstition. The dice could perhaps emit a different jingle sound on a 1/20 chance, creating some curiosity about whether they really did do something for the game. Maybe the players would hit the dice before hitting launch? This idea came from another incomplete concept, which was to eventually allow for players to attempt to launch the ship without 100% of the systems online. Based on
This is not a story-driven game. Then again, neither was Bad Dudes for the original Nintendo. What's important is to provide some context for the player's actions. With some older games, many elements of the story had to be brought by the imagination of the players. Yes, obviously The "problem" with this type of arcade-level story is that it is inadequate for me on a personal level. I want compelling stories in games. I think the best games I've ever played have depth of lore and true value to exploration and discovery. So I wanted to at least include open-ended elements in this game's design where the player could imagine where the game would take them. So we typecast the player as a StarJacker -- the title of the game -- conjuring up 1980s retro-futurist glory (with main title art in the works). We put the player in the direct controller position, so he/she is not telling another character to move, but they themselves are operating the cockpi