‘Menu’
Here’s another quick progress report. I’m currently working on the ‘menu’ system for the game, which, once again, is just a series of rooms, no pointing and clicking in my game thank you very much.
So this time around, I have about twice as many main levels. Not only that, but the cameo levels are turning out so awesome (and some of them rather large) that I want them all selectable from the Level Select room. So World 2 will have a system of doors for a menu that isn’t as simple as the one screen rooms from World 1.
Setting up all the doors that will be unlockable made me worry about something, though. With the game being so much longer than the last one (though I’m sure you can still run straight through fairly quickly if you skip the bonus rooms…), will that be a problem for people who play the game on public computers that can’t save their progress? I’m making sure that the game will be fun even if you only drop in for a few minutes into a clean game with nothing unlocked, but I still want to have enough there that players want to spend more time with the game will have a sense of progression, completion, and even be rewarded for exploration. This is pretty much a problem inherent with Flash games, and probably part of the reason that they’re usually quick fix games.
I’d like to imagine that World 2 is accessible enough to give a player a quick gaming fix, yet has enough substance to reward any time investment (not saying it’s anywhere near as long as a commercial game, though)…
Any thoughts?
Comments ‘Menu’