For the past couple of weeks, one could say that each member of our team was working on their own branch of a repository. Which, seems all fine and dandy, except for a repository to work properly, everyone needs to merge their changes back with each other. Our team was not doing that and it was noticeable to others. “Yeah, it’s pretty apparent that you were the only one working on the prototype” was said to me within the past week. With that statement, I start to evaluate the current state of the team.
At that current point, I was chugging along with our second prototype; a game where you manipulate the level and not the character. All I knew about the game was that the character always moved to the right, and you could place, and remove blocks in the level. With that in mind, I hacked away at exactly that. Because we did not exactly have a theme down, I just went with every programmers placeholder object, cubes. Because they were cubes, I got to see what the actual game play would be, and it did not seem that enticing at all. The actual game play seemed very boring. Just place the blocks before the NPC got there, then wait for them to get there. It suffered from the “Escort Mission” problem a large amount of games these days exhibit this problem. When guiding an NPC from point A to point B, they will walk slightly faster than your walk, and will run slower than your run, leading to a large amount of time standing still, waiting for them to catch up. I echoed these statements to the rest of the team, but fell on deaf ears.
Due to the lack of design input that was happening, I decided to start work on a third prototype, one that the game play is generated from multiplayer interactions and player versus player aspects. It originated from how in the game Castle Crashers, after fighting together to save the princess, you fight against each other for the right to kiss the recently rescued princess. That sense of friendly competition combined with the rpg elements of Castle Crashers lead to the idea of a game where players fight, but also obtain currency in order to change how their character plays. With that idea in my head, I started on a prototype, without asking the rest of the team. After a few hours, I had a prototype that was playable between multiple characters, combat, and upgrading your character. Now to show it to the team.
Earlier tonight we had one of our meetings that was not a SCRUM meeting. I stated that I made a third prototype and it was ready to show. Due to some technical difficulties, we had to wait to get the prototype running. During this time, I suggested that as a team, we go over the following questions for each of our prototypes:
1. What is our intent? What do we want to accomplish?
2. What is the player engaging most of the time? What is this core experience?
3. What technology best facilitates this interaction?
4. What will the game look like?
5. How can we quickly test this idea?
Surprisingly, by doing this, we all found out what each of us thought about each of the prototypes and how the games would end up. Because of this, we were all able to figure out what direction the prototypes the games should take and which directions excite us the most. For the Control the Level idea, seeing as more of a game where you create an attachment to the NPC’s and them having perma-death if you mess it up. Coming out of the meeting, It seems like we finally merged onto the same branch and are a much stronger team