Designing Whisker 2: From First Click to Final Level
Designing a game isn't just about individual mechanics. It's about crafting the entire experience from the moment someone clicks "Play" to when they finish the last level.
Designing a game isn't just about individual mechanics. It's about crafting the entire experience from the moment someone clicks "Play" to when they finish the last level.
I used to think programming was just about implementing designs. Then I learned that programming constraints actually make me a better designer.
I spent two weeks building a weather system for Whisker 2. It was going to make the game feel alive and dynamic. Then I realized it was making the game worse, not better.
One of the mechanics I was most excited about in Whisker 2 completely confused players during playtesting. Here's what I learned about the difference between what designers think and what players actually experience.
After making several games, I started noticing patterns in what made games feel satisfying to play versus games that felt frustrating or boring.
The Bakery level is the singular level I have probably spent the most amount of time on.
Today, I fixed one of the bugs that had been plaguing my development ever since I switched the character sprite in my game.
One of the biggest problems that came-up in my journey to draw my own characters was drawing the side profile.
For Whisker 2, I decided to make the bold design to make my own assets for the first time since creating the start screen for Murder Mystery.
When I started making my sequel to Whisker, my biggest upgrade was adding in more unique levels.
One of the hardest things to learn in Unity was how to use the UI system.
One of my biggest problems after I added in a lot of new features expanding the core gameplay of Whisker 2 was the player character becoming unable to finish orders.
After the COSMOS, one of the biggest things I wanted to work on for Whisker 2 was improving the UI.
In the third week of COSMOS, we had our very first playtest that Friday.
Although at first a shooter and a cooking game may not have a lot of similarities, it would turn out that a cozy baking game shares a lot of the same mechanics as my third-person shooter.
On the first day of week 3 of COSMOS, we started our final project. My teammates and I both had ideas for how the project should be.
When I remade my infinite runner for the first time, I used the traditional structure of creating different road chunks in order to allow the game to be, well, an infinite runner.
While I was working to rework my map for my sharpshooter game, I gradually realized that there were other things I wanted to change as well. The most glaring of which was the enemy sprites.
For the final of AP CSA, we split off into groups in order to make a project for our second semester final.
The start of the game development journey with Unity would follow a set of tutorials.