Prototype 3 - Cops and Vandals


Prototype 3 - Cops and Vandals

Discussing 2nd Prototype + Feedback

For the 2nd Prototype the main goal was to find out if players would enjoy a game with the ideas from the first prototype reversed, as well as any positive prototype feedback from the first game reversed. While making this prototype, a feeling of boredom and heavy fixation on the parkour aspect was felt and it was really hard to work on. While it was fun to make the prototype 'janky' and broken, the fixation on both the graffiti aspect as well as the parkour aspect let a lot of previous motivation go down a notch. This is why in the next section the idea behind the prototype design and game was drastically changed.

Feedback for the 2nd prototype was quite similar to the first, with additional negative feedback on the isometric camera. Once again the feedback  centered around the movement, however this time with complaints that it was too fast. The movement was overadjusted and became too fast, while this was intentional to see if it could work most players would have the movement from the former prototype. On regards with the new isometric perspective, to oppose the previous FPS camera, a lot of feedback centered on the fact that they felt either a form of motion sickness or a difficulty on pinpointing the position of the character. This confirmed that player's would rather have the former perspective from the previous prototype. While the feedback from this prototype mentioned that most players wanted the experience from the first prototype, the lack of motivation as well as fixation led to the 3rd prototype to become another separate idea that would refresh our scope and gauge what player's would want more.

Description and Goals in Prototype 3

To deal with the lack of motivation with the previous prototype ideas, this one focused on a simple concept that still kept the essence of graffiti in mind. With this game the goals being to tag a given area in a  certain amount of time without being caught. This could be linked to our original idea of having graffiti be done in a 'urban dystopian area'. The main bulk of work this time would once again focus on movement, but rather than focus on some aesthetics, more care was given to level design to create simple but fun gameplay. This can be seen in the image below.

For the goals of this prototype, 3 can be clearly given. Do players like our new direction? Does the movement feel smooth? What can be improved upon with level design?


Level Design for Prototype

Files

CopsVsVandalsPrototype.zip 30 MB
Oct 11, 2023

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