New Development Plan


I'm currently working on prototype layouts for the game to see what works and what doesn't. As I made a couple of them, I thought about a different method for how I could be developing the game.

The plan is to have 5 chambers, each with a few levels in them. Originally I planned to lay out all the levels and make them in order.

However, what I think I might do is act like the game is built to have 5 chambers with just 1 level. I focus on making that 1 level, and after those levels are completed I just repeat the process except with the second levels of each chamber until all the levels are made.

I think this might end up being a good way to tackle the development, as it means each chamber will get some level of work done rather than going through chamber 1 two or three times.  Additionally, I won't be working on the same thing three times as long all at once, which will give me more time to find ideas for what I'm not working on - As well as getting player feedback on each floor before too much is done. I also have peace of mind knowing that if I get really stuck I can move work to a completely fresh floor rather than getting stuck. On the supporter's side it means there's no need to wait for art and animations from the later chamber's villains, which means less time to wait for your favorites.

Feel free to let me know what you think of this, if you think it's a good direction to take or not.

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Comments

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Good idea.Who says you need to develop linear what is played linear. Movies are not shot linear either.

But you need to be careful with puzzle concepts. If you need to know what you learned in chamber 1 lvl 2 to solve chamber 2 lvl 1, ok. But if you need to have knowledge of chamber 2 lvl 1 to solve chamber 1 lvl 2, that would not be so good.

Same if you would get special abilities from defeating bosses. Or make fun stuff by referencing stuff that did not happen, but you implemented already.