Plan for Jeremy Alessi
by Jeremy Alessi · 07/30/2004 (10:23 am) · 0 comments
Ah, well Market Value is almost done. I'm still trying to balance the gameplay so that it's fun for beginners and still a little challenge for those who want it. In other words it must be easy to play and difficult to master but still fun to master. It's a tough balance and just changing around the prices and money goals for each level completely can make or break the game. One way it'll be fun, one way it'll be too easy and boring and another way will be too monotonous and take to long to clear a level.
The worst part about that is a few weeks ago we got about 15 beta testers and everyone agreed it was addicting etc... However they thought it needed a little balancing. Now I've gone and thrown it all out of whack trying to find that balance. I do think last night I got it right. Steadily increasing challenge until Level 6 and then it breaks to what is called Lucky Level 7 where you can buy basically what you want as you have no Market Value change limit and you can get the prices good and then make a mad dash to make as much cash as possible ... it's a reward at the end for being rich and making things easier as I think they should be when you work hard to get rich.
Anyway, before that sort of spending frenzy began at the 4th level which wasn't acceptable. Now I do think I've found a decent balance and need to find more beta testers. If you would like to beta test and give us some feedback please write to me with your name included.
jeremya@leadfootproductions.com or BAN300@aol.com
Now on to the really fun stuff because this Pop Cap type stuff just really isn't my style (although other people really like it). BALL BREAKERS baby! This game is going to rule. I'm building a little game engine that I call the True-Vol 2 engine and Ball Breakers will be the first game to use it. It could end up becoming a Torque game but more than likely that will not happen due to the fact that although I love Torque ... modding it's inner most parts to add full poly collision support and "polygon soup" art export path would be a difficult challenge and probably slower than developing the game using other technology. Time will tell though as I'm only doing the prototype at the moment.
One thing I can say is the game is going to be hellaciously fun! I'd like to give away more on the gameplay but I'm going to have to just let that be for now. I do believe we'll be showing up at the IGC this year so if you want to get a peek that would be the place to do it I think. If we're lucky we can make a nice splash there and turn it into a tidal wave community game like some of the other titles here on GG (I am so addicted to Orbz and ranked 11 ... WHY DOES THIS HAVE TO HAPPEN TO ME EVERY SUMMER WHEN I'M WORKING ON A BIG PROJECT!!! YES I WAS RANKED #4 LAST YEAR DURING AA DEVELOPMENT AND I'M DAMN PROUD OF IT)
Anyway, I really like these community titles. Marble Blast, Orbz, and Think Tanks all seem to have it going for them either through modding, multiplayer, or both (unlike our first title Aerial Antics which we're going to hit up again sometime). Ball Breakers will be primarily multiplayer and we'll have to see about the modding ability later. Right now the goal is to get a multiplayer prototype up and running which shouldn't be difficult. The physics are already essentially done and in prototpye form and they are so fun emmm mmm mmmmmmmm yummmy.
More to come...
The worst part about that is a few weeks ago we got about 15 beta testers and everyone agreed it was addicting etc... However they thought it needed a little balancing. Now I've gone and thrown it all out of whack trying to find that balance. I do think last night I got it right. Steadily increasing challenge until Level 6 and then it breaks to what is called Lucky Level 7 where you can buy basically what you want as you have no Market Value change limit and you can get the prices good and then make a mad dash to make as much cash as possible ... it's a reward at the end for being rich and making things easier as I think they should be when you work hard to get rich.
Anyway, before that sort of spending frenzy began at the 4th level which wasn't acceptable. Now I do think I've found a decent balance and need to find more beta testers. If you would like to beta test and give us some feedback please write to me with your name included.
jeremya@leadfootproductions.com or BAN300@aol.com
Now on to the really fun stuff because this Pop Cap type stuff just really isn't my style (although other people really like it). BALL BREAKERS baby! This game is going to rule. I'm building a little game engine that I call the True-Vol 2 engine and Ball Breakers will be the first game to use it. It could end up becoming a Torque game but more than likely that will not happen due to the fact that although I love Torque ... modding it's inner most parts to add full poly collision support and "polygon soup" art export path would be a difficult challenge and probably slower than developing the game using other technology. Time will tell though as I'm only doing the prototype at the moment.
One thing I can say is the game is going to be hellaciously fun! I'd like to give away more on the gameplay but I'm going to have to just let that be for now. I do believe we'll be showing up at the IGC this year so if you want to get a peek that would be the place to do it I think. If we're lucky we can make a nice splash there and turn it into a tidal wave community game like some of the other titles here on GG (I am so addicted to Orbz and ranked 11 ... WHY DOES THIS HAVE TO HAPPEN TO ME EVERY SUMMER WHEN I'M WORKING ON A BIG PROJECT!!! YES I WAS RANKED #4 LAST YEAR DURING AA DEVELOPMENT AND I'M DAMN PROUD OF IT)
Anyway, I really like these community titles. Marble Blast, Orbz, and Think Tanks all seem to have it going for them either through modding, multiplayer, or both (unlike our first title Aerial Antics which we're going to hit up again sometime). Ball Breakers will be primarily multiplayer and we'll have to see about the modding ability later. Right now the goal is to get a multiplayer prototype up and running which shouldn't be difficult. The physics are already essentially done and in prototpye form and they are so fun emmm mmm mmmmmmmm yummmy.
More to come...
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