Sunday, December 15, 2013

TriGrid's Lost Features


     A few features got cut from TriGrid during development. There were going to be 100 challenges instead of 60, but I made the level select sprites 3x4 instead of 5x4 and didn't want to change them all. The purple triangles would originally cling to walls but that behavior led to constant errors so I reverted them to behaving like yellows that turn more frequently and never changed them back.

     Every time the player moved, the blue arrows where going to move one space in the opposite direction. That led to problems in the level design though. Sometimes it was just impossible to catch one from behind and it basically destroyed all hope of beating a level within a time limit.

     When I came up with shooter mode I debated making that the primary game and having Challenge mode be a bonus, but I decided that Shooter was simpler and felt like a worthy award for mastering all the challenges (it also made a compelling in-app purchase). I also had multiple pages of text in the tutorial menu but shortened them to one sentence when I noticed most test players skipping the instructions completely.

     Things don't always go as planned and problems arise during development sometimes. It's up to you as a developer to adapt and evolve the game to overcome these obstacles. I'm happy with the way TriGrid turned out.

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