Development Log


Overview

          For Raging Ball, I wanted to create a "slower paced" platformer, that is different from the common fast-pace button mashing games. The intend is that every move the player takes should be calculated, every encounter with an enemy is a duel, being careless or impatient can get one easily killed. As the development continued, I had made some compromises, making the character more agile and the levels more forgiving, however, this is only relatively speaking, as the game is still comparatively more slow-pace than many. I made these compromises, not because I wanted players to have an easier time, but more that it took me a lot of time to try to tweak all the minute mechanism, and instead of reaching a desirable result, I just encountered more and more bugs. Therefore I made the decision of keeping what is working, and simplifying everything else, which resulted in an easier game.

          I didn't want a very clear, structured story for the game. For one that would require me to specifically design all the sprites around that one theme, which I had experimented but wasn't confident enough in a successful execution. Instead, I designed everything around the tone I had set for the game, it has to be wacky, funny and perhaps get a "wtf" reaction from some players. The main character is a ball, and player has to fight monsters that look like Pain Elementals from Doom, slimes that have skeletons, screaming cloud, and the final boss, an old man, that doesn't even attack the player and is defeated in one hit. I have to admit, the old man was from my original vision of the game, which had a clearer storyline, but the idea of a final boss being easily defeated did make me giggle, so I kept it. By the way, I found some random royalty-free heavy metal instrumentals for the game, not the type of music I usually listen to, but hey the game is about a very angry, angry ball, so I thought the music choice is appropriate. Plus I like how it works with the opening scene.


Playtest Feedback

          The game went through several playtests.

          V1: pacing is too slow, control is slightly clunky.

          V2: lacks direction, levels can be confusing, control is improved but certain mechanisms are counterintuitive (for instance, stamina loss during regular jumping)

          V3: all issues stated above have been addressed, certain compromises were made, some bugs still remian.

Notes

          Notes for level design (modifications were made in final game)





Some of the spreadsheets/character designs



In engine (development) screenshots



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