November 11, 1988

“I like games where you can shoot things. Your game has no rewards except getting to the next level.  It’s all survival and no triumph.” –Tomi

She’s right about POP. It’s empty and lifeless. I don’t know if even the shadow man and swordfighting will change that.

On the other hand, I put in a new door which looks pretty good.

Oh, God. I want this game to be a hit. Like Karateka.

Maybe this whole modular-design approach is wrong. Maybe the thing to do is put in a whole bunch of hard-wired enemies, one after another, and forget the whole free-floating, random-access, 24-screens-per-level idea.

24 screens, if they’re linked sequentially, could give a playing experience as satisfying as a whole level of Karateka. But they should be in the form of obstacles to be overcome one after another. For example:

- A chasm that has to be jumped

- A gate that has to be raised

- A guard that has to be killed

The way it is now, you’re plunged into a huge arena with no overall idea of what you’re trying to accomplish except “get out.” It’s too perplexing, especially at first.

Maybe after the first 10 or 15 levels, I could start introducing some real Lode Runner/Dr. Creep “puzzle” type game play. But in the beginning, it should be pretty much left-to-right (like Karateka) with a little bit of up-and-down. So the player can get his bearings.

YEAH!

Posted on Nov 11, 1988 in Old Journals | 0 comments

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