Weekly Devlog 1


1. What were your goals for the first week?

  • Create a playable paper prototype of the railway exploration with limited visibility mechanic which will form the core gameplay experience; gauge player response to this mechanic (playtest).
  • Narrow down idea of what the final game's goals and verbs will look like.
  • Develop a clear vision for the visual aesthetic of the game's world.

2. Which of these goals were accomplished?

  • Playtested prototype. Positive response. Feel confident moving ahead with this "toy" at the center.
  • Game goals and narrative still vague. How much character dialogue is there going to be?
  • I have a mental image that is difficult to find examples of on Pinterest for instance. Look to Tears of the Kingdom Depths for inspiration.

3. What are your goals for the second week?

  • Gather your tools; Settle on a game engine and 3D modeler.
  • A playable digital prototype of the train operation controls - or failing that, at least make a train that moves on tracks. The controls can be buttons/keyboard if click and drag controls are too complicated right now.

4. What will you need to learn to accomplish these goals?

  • Click and drag interactions.
  • Pathing and changing speed, ideally while dealing with weight and momentum, but that may be too complicated and have to come later.
  • Moving the POV character along with the train might be an issue.

5. You must have at least 1 visual aid per WDL (diagrams, sketches, screenshots, etc.).


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