Prototype Devlog week 4


Week 3 Playtesting review:

Player feedback from the previous playtest showed that many players enjoyed the chaotic nature of physics interaction and the liquid added more to the fun element. I was given different ideas and suggestions on what players found enjoyable, and what I could potentially focus on for the final game.

Building a vertical slice and the genre standard:

In week 4 I re-adjusted my development focus. While playtesters enjoyed the chaotic gameplay and physics based liquids, I realised the game needed a core gameplay loop. This shift in development allowed me to focus on having a goal of moving closer towards a proper vertical slice. I've scaled back on creating a complex fluid mechanic and redirected my goals towards defining the core casual sim experience.

My first goal is to have a structured genre standard casual bartending gameplay loop while keeping the physics that players enjoyed. What players would expect from this genre is to - take orders, mix ingredients and serve the final product, while being supported by a simple placeholder for the win/loss condition. Creating a stable gameplay foundation moves the development towards a polished and playable vertical slice.

Colour change on different ingredient(Still a prototype).


Gameplay Innovation Goals:

While creating a stable foundation, my next major goals is to explore innovation and what makes this game stand out from other games with similar gameplay. Once the core gameplay of taking orders, mixing and serving are fully functional, I'll begin to experiment with unique mechanics to add depth to gameplay. This could include creating more chaos with the physics and having an unpredictable gameplay experience, while maintaining the casual/cosy feel to the game.

Narrative Gameplay:

Since the game is set in a fantasy world, we have the freedom of creating diverse background for each customer and characters the player will run into. Each characters from banshees to goblin will have their own unique personalities and backgrounds, players will get reactions and influences depending on how players interact with them. This creates player immersion while playing with the idea of storytelling in a game that's directed for casual gameplay. 

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