Monday, February 25, 2008

Overthinking the design

I'm trying to get a 'big picture' design for the new version of Kudos. I'm aware of the fact that I have no specific 'direction' for the new game. It currently seems to be 'Kudos, but way better looking'.
That will probably help it to sell, but I want it to be more than just a polished revamp. I want the game to be better and more interesting, and more accessible.
This isn't proving easy.

It's tempting to just junk big sections of the game and concentrate on a smaller subsection for the sake of making it easier to learn, but I'm not sure that's the best approach. I'm currently toying with making the game more about dating and romance, or more about socialising and night-life.
At the end of the day, I shouldn't get too high brow about it. It's a game where you pretend to be someone else and choose different options to see what happens. It's a strategy game, not a large hadron collider.

As I stroke my chin and consider what to change about the game, I'm fixing some GUI things and improving some of the interface bits. I know I'll probably junk the 'social kudos' screen, as it was a bit out of place anyway. I might also junk a few of the more esoteric purchasable things, such as the bow and arrow.

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