Just when I hit a stride I always seem to hit a bump somewhere. I spent this entire week trying to make the game move fluid and I’m still just not satisfied. I’m beginning to think sleek movement has a lot more to do with animations than the physics. I guess I’ll take a second look at things when my animation system gets an upgrade. One of my main goals is getting the player to actually feel how nimble Felix is. I have a lot of big goals now that I think about it, if I had to rank them, I’d put them in this order….
3. Story
I’ve never given story a proper treatment despite that I’m the type of designer who bases gameplay on the story. Originally I did this because every game thus far is actually a sequel to the main game and I didn’t want to reveal too much on what happens there; but now I don’t see the point so much.
2. Fluid Platforming and Environment Interaction
This may sound like I just want good animation and physics, but it’s more about how the player seamlessly flows through the stage, like a ninja made of feathers.
1. True Puzzles and Object Interaction
I haven’t been acting like it but I really want some decent puzzles this time. Puzzles have always played second fiddle, often showing up last or not at all during development, but trust me when I say you will use your brain this time. Still, while puzzles may rank at the top it’s really only by a hair.
An honorable mention goes out to Music.