We built a paper prototype to better visualize the different moving parts. Its also very helpful as a communication tool when trying to explain how something’s supposed to work. Its super cheap and fast to make and saves a ton of programming time. Moving bits of paper around is even faster than our already fast level editor. Just being able to rapidly manipulate a physical object is much faster and forgiving than an interface.
Building it out
Its helpful to throw a few environmental constraints out first at random and then playing with what might work.
Putting tape on the pieces makes them slide easier on the paper so we’re putting tape on the moving pieces. We cut out some Tetris shapes that represent lava and stone walls. An old iPhone box serves great for the little pieces.
Transferring to the level editor
Right now we’re just taking a picture and writing a few notes down. Then we’ll build it out on our level editor and add a little polish. Then of course testing how it plays and iterating from there.
Its important to create something that’s challenging – its not immediately clear, has the potential for multiple outcomes. Limited in visual noise and extra pieces.
In Furdemption there can be multiple parts moving around on their own without any interaction. Its hard to see all of these interacting because it can’t be seen in real time. There will be emergent ways to play levels but some levels could be designed tightly so that one wrong move means death.