A Hands on Molecular World

I want a game that will put players in the driver’s seat at the molecular level.  I want players to pop into an amazing fantasy world with millions of moving parts and know what to do.  

To give player this feeling of power, the mechanic needs to be simple.  I want players to have a strong feeling of being in control.  I want a game mechanic that was clear, yet flexible for many situations.

I imagine a game that requires the player to take advantage of molecular behavior.  A game that lets them win by managing the quickest path and finding the smartest solutions in a correctly functioning molecular world.

It sounds awesome, doesn’t it?  I can’t wait.  We have a prototype, we know players are attracted to many aspects.  We know we have a strong story and a simple game mechanic that will let the player address many different scenarios.  However, we know many more that are still confusing and not smoothed out yet.

We decided to make a level editor.  The levels are complex.  The game is a strategy style game, so there are many factors to balance:  the the information we give the player, the timing and challenges.  The user interface needs to be optimized.  We also want to mix up the design of the various levels.   The level editor grew into JigScript.

We also decided to make our assets in 3D.  We have plans to use the 3D assets in a 3D game, but Immune Defense will stay top down, and all the interactions will happen in one plane.

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Posted in Education and Evaluation, Game Design and Development, Newsletter
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