Thanks for all the lovely comments everyone
Me too! I would love to know more details about your project organization. It can't be just a todo.txt
Well it's not a .txt but pretty much:
I use this notebook for short-to-medium-term todo lists. Some are planning out the steps to implement a new feature, some are lists written while watching playtesting, it varies. But each page looks pretty much like this:
And I tick each one off when it's done! I'm aware that it's not the most efficient method of keeping a todo list (and isn't backed up anywhere either) but I appreciate being able to draw little diagrams as part of the notes if I need to.
For longer term project planning the only thing I really have is a spreadsheet where all the game's levels are planned out. Some are finished, some are just written in the spreadsheet as ideas, and some are empty but with space reserved for where a level should be.
Self-playthrough finished!So far I've spent 1h30 on the playthrough and made 4 1/2 pages of notes in my notebook! I estimate another hour of play to finish everything that's currently in the game. 2h30 will be a pretty good amount of playtime I think, considering I can rush through most of the levels since I know them already. And there's still more content to be added!
Surprisingly my estimate was spot-on: the playthrough took 2h30 in total. I finished watching back through the playthrough and making notes and ended up with 7 pages of todo list in the notebook.
I'm roughly 3.5 pages through implementing all the changes and fixes. They range from the smallest of adjustments - making a single sound louder - to overhauls of sections of a level. I'll cover a couple of interesting changes below.
Challenge MedalsOne thing I noted during my playthrough was when I came to this screen in the
Challenge mode:
BeforeI found it kinda hard to parse what the screen was telling me - what do the three numbers represent? Since I made the screen, it's a bad sign if I'm struggling to understand it. You can read the text to get the idea that the smaller time is probably the best target to aim for, but it's awkward.
I improved it by adding colour to represent the three medals that can be earned:
AfterI also took the opportunity to make the three medals different shapes to make the challenge UI more colour-blindness friendly. Here are a couple more before-and-after screenshots.
BeforeBeforeAfterAfterPoison Pipeway improvementsPoison Pipeway is a level that I'm trying to document the development of in some detail. See previous posts
here,
here and
here.
A couple of sections have had an overhaul based on the notes from my self-playthrough.
Rainbow drop sectionThis section with a rainbow drop collection challenge felt a bit lifeless to me. There's not too much going on, especially compared to the rest of the level:
BeforeAnd if you avoid triggering the rainbow drop sequence then it's even more empty:
BeforeI packed some more stuff into it, added a poison waterfall to avoid, and made the rainbow sequence a secret bonus. You have to bounce off the enemy to reach the platform where the rainbow hoop appears:
After3rd Chip SectionThe section immediately after also had some tweaks.
BeforeDue to the way the platforms move, you almost collect the computer chip by default - it's actually harder to avoid it than to collect it.
I made the second ring of platforms rotate the other way and put the chip on the other side of the waterfall, so you have to consciously make the decision to go and collect it. The first ring of platforms is also faster and more spaced out to offer a little challenge.
AfterI'm aware that the changes to this level could lean too far towards making it too intense - but I'd rather go into the playtest with a challenging version of the level that I can tone down a bit later rather than a boring version of the level that I'm not sure how to make interesting.
Thanks for reading!